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Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices

机译:在移动设备上使用多种材料实现交互式逼真的近场照明,以实现逼真的增强现实

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摘要

At present, photorealistic augmentation is not yet possible since the computational power of mobile devices is insufficient. Even streaming solutions from stationary PCs cause a latency that affects user interactions considerably. Therefore, we introduce a differential rendering method that allows for a consistent illumination of the inserted virtual objects on mobile devices, avoiding delays. The computation effort is shared between a stationary PC and the mobile devices to make use of the capacities available on both sides. The method is designed such that only a minimum amount of data has to be transferred asynchronously between the participants. This allows for an interactive illumination of virtual objects with a consistent appearance under both temporally and spatially varying real illumination conditions. To describe the complex near-field illumination in an indoor scenario, HDR video cameras are used to capture the illumination from multiple directions. In this way, sources of illumination can be considered that are not directly visible to the mobile device because of occlusions and the limited field of view. While our method focuses on Lambertian materials, we also provide some initial approaches to approximate non-diffuse virtual objects and thereby allow for a wider field of application at nearly the same cost.
机译:目前,由于移动设备的计算能力不足,因此无法实现真实感增强。甚至来自固定式PC的流解决方案也会导致延迟,从而极大地影响用户交互。因此,我们引入了一种差分渲染方法,该方法允许在移动设备上对插入的虚拟对象进行一致的照明,从而避免延迟。计算工作在固定PC和移动设备之间共享,以利用双方可用的容量。该方法被设计为使得仅最小量的数据必须在参与者之间异步传输。这允许在时间和空间上变化的真实照明条件下以一致的外观对虚拟对象进行交互式照明。为了描述室内场景中的复杂近场照明,HDR摄像机用于捕获多个方向的照明。以此方式,由于遮挡和有限的视野,可以认为照明源对于移动设备不是直接可见的。尽管我们的方法专注于朗伯材料,但我们还提供了一些初始方法来近似非扩散虚拟对象,从而以几乎相同的成本实现了更广泛的应用领域。

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