IPT/EGVE 2003: 7th International Workshop on Immersive Projection Technology, 9th Eurographics Workshop on Virtual Enviroments
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Item Immersive Sound Field Simulation in Multi-screen Projection Displays(The Eurographics Association, 2003) Ogi, T.; Kayahara, T.; Kato, M.; Asayama, H.; Hirose, M.; Andreas Kunz and Joachim DeisingerThis paper describes the immersive sound field simulation technology that represents an interactive sound field in the multi-screen projection display. In this method, convolution filters, that were calculated based on the wave equation, are replaced in real-time using the multi-channel digital signal processor, and the simulated sounds are displayed using the 16-channel speakers. In addition, compensation filters are used to reduce the influence of the screen attenuation. This system was applied to the video avatar communication, and the effectiveness of this method was evaluated.Item Automated Testing of Virtual Reality Application Interfaces(The Eurographics Association, 2003) Bierbaum, Allen; Hartling, Patrick; Cruz-Neira, Carolina; Andreas Kunz and Joachim DeisingerWe describe a technique for supporting testing of the interaction aspect of virtual reality (VR) applications. Testing is a fundamental development practice that forms the basis of many software engineering methodologies. It is used to ensure the correct behavior of applications. Currently, there is no common pattern for automated testing of VR application interaction. We review current software engineering practices used in testing and explore how they may be applied to the specific realm of VR applications. We then discuss the ways in which current practices are insufficient to test VR application interaction and propose a testing architecture for addressing the problems. We present an implementation of the design written on top of the VR Juggler platform. This system allows VR developers to employ standard software engineering techniques that require automated testing methods.Item Interacting with real time simulations - virtual reality in industry applications(The Eurographics Association, 2003) Jönsson, A.; Bathelt, J.; Broman, G.; Andreas Kunz and Joachim DeisingerModern manufacturing machines are highly multidisciplinary, and with demands on short time-to-market, product development based on traditional prototype testing has become impractical. By using virtual models, it is possible to test large numbers of variants and optimise the product with the aid of a minimum of physical prototypes. Due to the immense development of software and hardware for simulation and visualisation it should today be possible also for small and medium sized enterprises to use methods that just few years ago were too expensive and complicated. There is however still a great need for building knowledge and competence. This work is an early step in a project aiming at a virtual water jet cutting machine to be used by the industrial partner for optimisation during the development process. The possibility of performing real-time simulations of this machine in a virtual environment, using a normal PC and commercial software, will be investigated. Initially strongly simplified models of the system components are used and the focus is on the overall system model and the interaction between the operator and the virtual machine. It is shown that realtime interaction is possible with this system and with the obtained flexibility of the overall virtual model it should be easy to include more realistic component models for improved accuracy in future work. Preliminary results indicate however that to include, for example, flexibility within the mechanic structure, component modelling will be delicate. These models must describe relevant characteristics accurately enough while still being computationally effective enough for real-time interaction and systems optimisation to be possible. This will probably be a challenge in the continuation of the project, even with an expected continued strong development of computer capacity.Item Advancements in 3D Interactive Devices for Virtual Environments(The Eurographics Association, 2003) Wormell, D.; Foxlin, E.; Andreas Kunz and Joachim DeisingerNew commercially available interactive 3D tracking devices and systems for use in virtual environments are discussed. InterSense originally introduced the IS-900 scalable-area hybrid tracking system for virtual environments in 1999. In response to customer requests, we have almost completely revamped the system over the past two years. The major changes include a drastic 3-fold reduction in the size and weight of the wearable sensor devices, introduction of wireless tracking capability, a standardized I2C interface to allow OEM system integrators to add additional custom controls, and evolution of the system software interfaces, the performance, and the price. This paper will briefly describe the underlying technology changes that have allowed these advances to occur, and will outline some of the configuration possibilities that are now supported. Specific examples of how these devices and systems are being used to improve productivity in oil & gas seismic analysis & well field planning; automotive design & test; and, industrial/military training applications will be used to illustrate. Customization standards and future developments are discussed.Item Seamless Multi-Projector Display on Curved Screens(The Eurographics Association, 2003) Baar, Jeroen van; Willwacher, Thomas; Rao, Srinivas; Raskar, Ramesh; Andreas Kunz and Joachim DeisingerWe describe a new technique to display seamless images using overlapping projectors on curved surfaces. Our method addresses issues such as automatic registration, smooth intensity blending and efficient render-ing. Previous techniques for automatically registered seamless displays have focused mainly on planar dis-plays. Techniques for curved screens currently involve cumbersome manual alignment to make the installation conform to the intended design.Item Color Consistency for Digital Multi-Projector Stereo Display Systems : The HEyeWall and The Digital CAVE(The Eurographics Association, 2003) Kresse, W.; Reiners, D.; Knöpfle, C.; Andreas Kunz and Joachim DeisingerDigital projectors have a significant advantage over CRTs for IPT setups: brightness. But they also have a number of disadvantages, one of which is color consistency. This problem is exacerbated when using the Infitec method for stereo separation, which in itself has some strong advantages for CAVE and tiled wall setups. In this paper we will describe a method for color and brightness correction of multi-projector display systems. The method itself is used in two new projection systems, which are currently under construction at Fraunhofer-IGD: The HEyewall and the Digital CAVE. The HEyeWall is the first stereo capable tiled display worldwide. The Digital CAVE is the first CAVE with digital projectors and stereo separation based on Infitec(tm). In this paper we present these new IPTs in more detail and also present our experience with digital projectors. To calibrate all the involved projectors photometric measurements of the different projectors are used to calculate a common gamut in a linear colorspace. Input colors are mapped into this gamut and from there mapped into the individual projector's colorspace. This method allows to adjust the rendering output of two or more projectors with different color gamuts in such a way that the projected images are photometrically calibrated. Since the correction has to be done for each pixel, a straightforward implementation would be very slow and far away from realtime. Consequently we will outline a method how to improve performance and overcome this limitation.Item PHANToM Haptic Device Implemented in a Projection Screen Virtual Environment(The Eurographics Association, 2003) Fischer, A.; Vance, J. M.; Andreas Kunz and Joachim DeisingerThis research combines the PHANToM 1.5 haptic device with a six-sided projection screen virtual environment in order to explore the benefits haptic devices bring to this type of immersive environment. The PHANToM is placed on a specially designed and constructed work stand which allows the device to be moved anywhere in the virtual environment. An algorithm has been developed which maps the size of the CAD model represented in the virtual environment, or the movement of the CAD model, to the working space of the PHANToM. Two applications are explored which illustrate using the PHANToM for different tasks: exploring a large NURBS surface and installing an aircraft rudder pedal assembly.Item A vision-based head tracking system for fully immersive displays(The Eurographics Association, 2003) Hogue, A.; Robinson, M.; Jenkin, M. R.; Allison, R. S.; Andreas Kunz and Joachim DeisingerSix-sided fully immersive projective displays present complex and novel problems for tracking systems. Existing tracking technologies typically require tracking equipment that is placed in locations or at- tached to the user in a way that is suitable for typical displays of five or less walls but which would interfere with the immersive experience within a fully enclosed display. This paper presents a novel vision-based tracking technology for fully-immersive projective displays. The technology relies on the operator wearing a set of laser diodes arranged in a specific configuration and then visually tracking the projection of these lasers on the external walls of the display outside of the user's view. This approach places minimal hardware on the user and no visible tracking equipment is placed within the immersive environment. This paper describes the basic visual tracking system including the hardware and software infrastructure.Item Detecting Dynamic Occlusion in front of Static Backgrounds for AR Scenes(The Eurographics Association, 2003) Fischer, Jan; Regenbrecht, Holger; Baratoff, Gregory; Andreas Kunz and Joachim DeisingerCorrectly finding and handling occlusion between virtual and real objects in an Augmented Reality scene is essential for achieving visual realism. Here, we present an approach for detecting occlusion of virtual parts of the scene by natural occluders. Our algorithm is based on a graphical model of static backgrounds in the natural surroundings, which has to be acquired beforehand. The design of the approach aims at providing real-time performance and an easy integration into existing AR systems. No assumptions about the shape or color of occluding objects are required. The algorithm has been tested with several graphical models.Item The Metaverse - A networked collection of inexpensive, self-configuring, immersive environments(The Eurographics Association, 2003) Jaynes, C.; Seales, W. B.; Calvert, K.; Fei, Z.; Griffioen, J.; Andreas Kunz and Joachim DeisingerImmersive projection-based display environments have been growing steadily in popularity. However, these systems have, for the most part, been confined to laboratories or other special-purpose uses and have had relatively little impact on human-computer interaction or user-to-user communication/collaboration models. Before large-scale deployment and adoption of these technologies can occur, some key technical issues must be resolved. We address these issues in the design of the Metaverse. In particular, the Metaverse system supports automatic self-calibration of an arbitrary number of projectors, thereby simplifying system's setup and maintenance. The Metaverse also supports novel communication models that enhance the scalability of the system and facilitate collaboration between Metaverse portals. Finally, we describe a prototype implementation of the Metaverse.Item Architecture of the virtual training system for buoyancy control(The Eurographics Association, 2003) Korosec, Dean; Slavinec, Mitja; Bernad, Dani; Kolaric, Primoz; Prnaver, Katja; Andreas Kunz and Joachim DeisingerIn this paper we present the structure of the simulator which would allow diving beginners to experience the effect of buoyancy control mechanisms before actually entering the water.We believe such training would be less stressful and safer for all participants, but it should also reduce the time in water needed to manage basic practical diving skills. Central design requirements for the system were: realistic modelling of diving physics, various options of man-machine interface and possibility of immersion. With future studies we plan to clarify to what extent the immersive VR interfaces are able to further improve the diving training experience.Item The blue-c Distributed Scene Graph(The Eurographics Association, 2003) Naef, Martin; Lamboray, Edouard; Staadt, Oliver; Gross, Markus; Andreas Kunz and Joachim DeisingerIn this paper we present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. Our distributed scene graph includes both locally stored nodes for static scene data as well as nodes shared across multiple sites, thus minimizing synchronization overhead. We discuss the performance and demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment.Item Fast Approximate Visible Set Determination for Point Sample Clouds(The Eurographics Association, 2003) Mantler, Stephan; Fuhrmann, Anton L.; Andreas Kunz and Joachim DeisingerWe present a fast, efficient method to determine approximate visible sets for vegetation rendered as point sample clouds. A hardware accelerated preprocessing step is used to determine exact visibility for a selected set of views; at runtime the current view is rendered using an approximate visible set constructed from the three closest precalculated views. We will further demonstrate how this method leads to a significant per-frame reduction of the original data size.Item Gearbox Widget for Fine Adjustments by Hand Motion(The Eurographics Association, 2003) OSAWA, Noritaka; REN, Xiangshi; Andreas Kunz and Joachim Deisingermanipulation by hand is not suitable for making fine adjustments to virtual objects in an immersive environment because it is difficult to hold an unsupported hand in midair and then to release an object at a fixed point. Therefore we propose a virtual 3D gearbox widget. This gearbox widget enables the user to adjust a value precisely. A combination technique of this widget and hand manipulation can move virtual objects and place them in a target position quickly and precisely. For a comparison, we tested the usability of four techniques. Experiments showed that using the proposed gearbox in combination with direct manipulation was the best of the four techniques in terms of both performance data and subjective preference.Item A Virtual Environment for Conceptual Design in Architecture(The Eurographics Association, 2003) Anderson, Lee; Esser, James; Interrante, Victoria; Andreas Kunz and Joachim DeisingerWe present a virtual environment application that has been developed for conceptual design in architecture and seeks to emulate aspects of a typical designer's work area. The environment provides a means of creating and manipulating basic geometry using a kiosk toolbox. More importantly, the environment provides simple means for using imagery and videos developed outside of the environment for use within the environment for both information and design. A DesignStation is provided within the environment to create a work area for the designer, concentrating imagery and information associated with the design as well as an area for reflecting upon, presenting and critiquing the design process. A unique aspect of the environment is the ability to work in more than one scale simultaneously.Item Virtual Reality in Web-Based Training Programs(The Eurographics Association, 2003) Leibl, P.; Andreas Kunz and Joachim DeisingerThis paper illustrates the use of a virtual environment (VE) in universities and private industry educational programs and training. The principles are demonstrated in the field of the design of plastic moulded parts under special consideration of product manufacturability and cost. The main focus of this paper is to illustrate how those in education can understand the concepts associated with such projects more easily.Item Color Gamut Matching for Tiled DisplayWalls(The Eurographics Association, 2003) Wallace, Grant; Chen, Han; Li, Kai; Andreas Kunz and Joachim DeisingerThis paper presents a non-parametric full-gamut color matching algorithm. Color matching is important for the seamless appearance of tiled displays. In particular we address the case where the tiled display is composed of different types of projectors or DLP projectors with white enhancement. White enhancement produces a nonadditive color space that is difficult to model. We perform our calibration using an inexpensive colorimeter as opposed to a highly accurate spectroradiometer. Our results show that we can achieve good color balance with 1.47% variance between projectors. We present a method for applying this color gamut mapping in real-time on the newest commodity graphics cards.Item The Invisible Person - Advanced Interaction Using an Embedded Interface(The Eurographics Association, 2003) Psik, Thomas; Matkovic, Kresimir; Sainitzer, Reinhard; Petta, Paolo; Szalavari, Zsolt; Andreas Kunz and Joachim DeisingerIn this paper we describe an advanced user interface enabling even playing games in an immersive virtual environment. There are no common input devices, users presence in the environment, movements, and body postures are the available tools for interaction. Furthermore, a publicly accessible installation in the Vienna Museum of Technology implementing such an advanced environment is described. In this installation computers are completely hidden, and it is one of the most popular exhibits in the museum, which has been accessed by more than 200,000 visitors since September 1999.Item Open ActiveWrl - A Middleware Based Software Development Toolkit for Immersive VE Systems(The Eurographics Association, 2003) Winkelholz, C.; Alexander, T.; Weiß, M.; Andreas Kunz and Joachim DeisingerA Virtual Environment (VE) is not an application in itself. It should further be seen as a complex, multi modal human-computer interface. Immersive VE systems must be able to couple resources, most likely distributed in a cluster, into a parallel, real-time simulation. The shortcoming of most VE software libraries is the inability to provide an environment that satisfies the three main requirements in the implementation of a VE system, namely the design of the VE interface, the implementation of the actual application and the distribution of parallel tasks to appropriate resources within a cluster system. This paper presents Open ActiveWrl, an open source software project that tackles these problems by a generic software development approach. It is tailored for heterogenous cluster systems. Open ActiveWrl uses a general-purpose middleware that interprets VRML/X3D as an interface definition language.Item A Panoramic Walkthrough System with Occlusion Culling(The Eurographics Association, 2003) Yang, Lining; Crawfis, Roger; Andreas Kunz and Joachim DeisingerThe interactive and high quality rendering of very complex scenes in a virtual environment is very difficult if not impossible to achieve. This research extends our previous EGVE paper that presents a panoramic walkthrough system, allowing the user to move inside the datasets on a pre-defined track and look around interactively in both the horizontal and vertical directions. The interactivity is achieved by using Image-Based Rendering ideas to pre-compute the partial renderings for the reference viewpoints chosen on the track and store them on the server so that the client can retrieve and reconstruct novel views using the appropriate information. In this paper, we present simple and efficient methods to partition the scene into depth layers to avoid occlusion and dis-occlusion problems. We also present a novel track-dependent occlusion cullion algorithm to efficiently cull away unnecessary information. The system is tested using several scenes and provides realtime walkthroughs on even the most challenging scenes.
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