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1.
IEEE Trans Vis Comput Graph ; 25(5): 1817-1827, 2019 May.
Artigo em Inglês | MEDLINE | ID: mdl-30843842

RESUMO

We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today's most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea.

2.
IEEE Trans Vis Comput Graph ; 25(9): 2791-2803, 2019 09.
Artigo em Inglês | MEDLINE | ID: mdl-30040646

RESUMO

The colorful appearance of a physical painting is determined by the distribution of paint pigments across the canvas, which we model as a per-pixel mixture of a small number of pigments with multispectral absorption and scattering coefficients. We present an algorithm to efficiently recover this structure from an RGB image, yielding a plausible set of pigments and a low RGB reconstruction error. We show that under certain circumstances we are able to recover pigments that are close to ground truth, while in all cases our results are always plausible. Using our decomposition, we repose standard digital image editing operations as operations in pigment space rather than RGB, with interestingly novel results. We demonstrate tonal adjustments, selection masking, cut-copy-paste, recoloring, palette summarization, and edge enhancement.

3.
IEEE Trans Vis Comput Graph ; 21(7): 783-93, 2015 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-26357241

RESUMO

While there has been tremendous research in the simulation of natural media painting, little academic work has been written to understand how all these contributions interrelate and to use this knowledge to direct future work. In this paper, we survey the set of interesting artistic tools to categorize their effects and motivate a modular framework for digital painting that can reproduce those effects in a loosely coupled way. We use this framework as a lens through which we survey the literature and classify the achievements of previous efforts. We examine our own contributions in the field in more detail, discussing how the framework motivated those results and how it impacted our accomplishments. Finally, we discuss the open challenges that remain for the research community, and how the framework can help to make contributions towards those challenges.

4.
IEEE Trans Vis Comput Graph ; 19(5): 723-35, 2013 May.
Artigo em Inglês | MEDLINE | ID: mdl-23492376

RESUMO

Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists. Finally, we present a detailed analysis of the different vector-rendering technologies available.


Assuntos
Algoritmos , Cor , Imageamento Tridimensional/métodos , Pintura , Pinturas , Software , Interface Usuário-Computador , Sistemas Computacionais
5.
IEEE Trans Vis Comput Graph ; 15(1): 20-33, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19008553

RESUMO

We present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The feasibility of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using one or two immaterial screens to create an unencumbered 3D visual that users can penetrate, examining the potential for direct walk-through and reach-through manipulation of the 3D scene. We evaluate the prototype system in formative and summative user studies and report the tolerance thresholds discovered for both tracking and projector errors.


Assuntos
Algoritmos , Gráficos por Computador , Apresentação de Dados , Holografia/métodos , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Interface Usuário-Computador
6.
IEEE Trans Vis Comput Graph ; 14(3): 500-12, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-18369260

RESUMO

Anywhere Augmentation pursues the goal of lowering the initial investment of time and money necessary to participate in mixed reality work, bridging the gap between researchers in the field and regular computer users. Our paper contributes to this goal by introducing the GroundCam, a cheap tracking modality with no significant setup necessary. By itself, the GroundCam provides high frequency, high resolution relative position information similar to an inertial navigation system, but with significantly less drift. We present the design and implementation of the GroundCam, analyze the impact of several design and run-time factors on tracking accuracy, and consider the implications of extending our GroundCam to different hardware configurations. Motivated by the performance analysis, we developed a hybrid tracker that couples the GroundCam with a wide area tracking modality via a complementary Kalman filter, resulting in a powerful base for indoor and outdoor mobile mixed reality work. To conclude, the performance of the hybrid tracker and its utility within mixed reality applications is discussed.


Assuntos
Algoritmos , Gráficos por Computador , Apresentação de Dados , Sistemas de Informação Geográfica , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Interface Usuário-Computador , Movimentos da Cabeça , Aumento da Imagem/métodos , Análise Numérica Assistida por Computador , Processamento de Sinais Assistido por Computador
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