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High-quality First-person Rendering Mixed Reality Gaming System for In Home Setting

机译:高品质的第一人称渲染混合现实游戏系统在家庭环境中

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With the advent of low-cost RGB-D cameras, mixed reality serious games using `live' 3D human avatars have become popular. Here, RGB-D cameras are used for capturing and transferring user' motion and texture onto the 3D human avatar in virtual environments. A system with a single camera is more suitable for such mixed reality games deployed in homes, considering the ease of setting up the system. In these mixed reality games, users can have either a third-person perspective or a first-person perspective of the virtual environments used in the games. Since first-person perspective provides a better Sense of Embodiment (SoE), in this paper, we explore the problem of providing a first-person perspective for mixed reality serious games played in homes. We propose a real time textured humanoid-avatar framework to provide a first-person perspective and address the challenges involved in setting up such a gaming system in homes. Our approach comprises: (a) SMPL humanoid model optimization for capturing user' movements continuously; (b) a real-time texture transferring and merging OpenGL pipeline to build a global texture atlas across multiple video frames. We target the proposed approach towards a serious game for amputees, called Mr.MAPP (Mixed Reality-based framework for Managing Phantom Pain), where amputee' intact limb is mirrored in real-time in the virtual environment. For this purpose, our framework also introduces a mirroring method to generate a textured phantom limb in the virtual environment. We carried out a series of visual and metrics-based studies to evaluate the effectiveness of the proposed approaches for skeletal pose fitting and texture transfer to SMPL humanoid models, as well as the mirroring and texturing missing limb (for future amputee based studies).
机译:随着低成本的RGB-D相机的出现,使用“Live”3D人体头像的混合现实严重游戏变得流行。这里,RGB-D摄像机用于捕获和将用户的运动和纹理传输到虚拟环境中的3D人体头像上。考虑到设置系统的易用性,具有单个摄像机的系统更适合部署的混合现实游戏。在这些混合现实游戏中,用户可以拥有第三人称的透视图或在游戏中使用的虚拟环境的第一人称视角。由于第一人称的观点提供了更好的实施例(SOE),因此我们探讨了为在家庭中发挥的混合现实严重游戏提供第一人称视角的问题。我们提出了一个实时纹理的人形化身框架,为提供第一人称的视角,并解决了在房屋中建立这种游戏系统所涉及的挑战。我们的方法包括:(a)SMPL人形模型优化用于连续捕获用户的运动; (b)一个实时纹理传输和合并OpenGL管道,以在多个视频帧中构建全局纹理图标。我们针对拟议的方法,以便为令人严重的游戏进行严重的游戏,称为MR.MAPP(用于管理幻影疼痛的混合现实框架),其中截肢者的完整肢体是在虚拟环境中实时反映的。为此目的,我们的框架还介绍了一种镜像方法,可以在虚拟环境中生成纹理的幻影肢体。我们进行了一系列基于视觉和指标的研究,以评估骨骼姿势拟合和纹理转移到SMPL人形模型的提出方法的有效性,以及镜像和纹理缺失的肢体(用于未来的基于截肢者的研究)。

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