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首页> 外文期刊>IEEE Computer Graphics and Applications >Real-World Virtual Reality With Head-Motion Parallax
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Real-World Virtual Reality With Head-Motion Parallax

机译:现实世界虚拟现实与头部运动视差

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摘要

Most of the real-world virtual reality (VR) content available today is captured and rendered from a fixed vantage point. The visual-vestibular conflict arising from the lack of head-motion parallax degrades the feeling of presence in the virtual environment and has been shown to induce nausea and visual discomfort. We present an end-to-end framework for VR with head-motion parallax for real-world scenes. To capture both horizontally and vertically separated perspectives, we use a camera rig with two vertically stacked rings of outward-facing cameras. The data from the rig are processed offline and stored into a compact intermediate representation, which is used to render novel views for a head-mounted display, in accordance with the viewer's head movements. We compare two promising intermediate representations-Stacked OmniStereo and Layered Depth Panoramas-and evaluate them in terms of objective image quality metrics and the occurrence of disocclusion holes in synthesized novel views.
机译:今天可用的大多数现实虚拟现实(VR)内容从固定的Vantage点捕获并呈现。 由于缺乏头部运动视差而产生的视觉前庭冲突降低了虚拟环境中存在的感觉,并且已被证明是诱导恶心和视觉不适。 我们为VR提供了一个用于现实世界场景的头部运动视差的终端到底框架。 为了捕获水平和垂直分开的观点,我们使用具有两个垂直堆叠的外侧相机的垂直堆叠环的摄像机钻机。 来自钻机的数据被离线处理并存储到紧凑的中间表示中,用于根据观察者的头部运动来呈现用于头戴式显示器的新颖视图。 我们比较两个有前途的中间表示堆叠的OmniStereo和分层深度全景 - 并在客观图像质量指标方面评估它们的合成新颖视图中的脱离孔的发生。

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