28 results
Search Results
Now showing 1 - 10 of 28
Item Recreational Motion Simulation: A New Frontier for Virtual Worlds Research(The Eurographics Association, 2021) Williams, Benjamin; Headleand, Christopher J.; Xu, Kai and Turner, MartinMotion simulation is a developing field which continues to grow with the recent incline in commercial virtual reality. Whilst the majority of motion simulation research focuses on flight simulation and training, its utility in recreational settings is often overlooked. Despite this lack of research, the use of motion simulators for recreational purposes spans decades, and is still today one of the most popular applications of motion simulator devices. Furthermore, with the recent development of low-cost motion simulation platforms, consumers have begun to use these devices in the home. Research regarding motion simulation and its effects in recreational experiences is needed now more than ever, and in this position paper we outline several reasons for its importance.Item Evaluating Deep Learning Methods for Low Resolution Point Cloud Registration in Outdoor Scenarios(The Eurographics Association, 2021) Siddique, Arslan; Corsini, Massimiliano; Ganovelli, Fabio; Cignoni, Paolo; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà, EmanuelePoint cloud registration is a fundamental task in 3D reconstruction and environment perception. We explore the performance of modern Deep Learning-based registration techniques, in particular Deep Global Registration (DGR) and Learning Multiview Registration (LMVR), on an outdoor real world data consisting of thousands of range maps of a building acquired by a Velodyne LIDAR mounted on a drone. We used these pairwise registration methods in a sequential pipeline to obtain an initial rough registration. The output of this pipeline can be further globally refined. This simple registration pipeline allow us to assess if these modern methods are able to deal with this low quality data. Our experiments demonstrated that, despite some design choices adopted to take into account the peculiarities of the data, more work is required to improve the results of the registration.Item IMGD: Image-based Multiscale Global Descriptors of Airborne LiDAR Point Clouds Used for Comparative Analysis(The Eurographics Association, 2021) Sreevalsan-Nair, Jaya; Mohapatra, Pragyan; Singh, Satendra; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà, EmanueleBoth geometric and semantic information are required for a complete understanding of regions acquired as three-dimensional (3D) point clouds using the Light Detection and Ranging (LiDAR) technology. However, the global descriptors of such datasets that integrate both the information types are rare. With a focus on airborne LiDAR point clouds, we propose a novel global descriptor that transforms the point cloud from Cartesian to barycentric coordinate spaces. We use both the probabilistic geometric classification, aggregated from multiple scales, and the semantic classification to construct our descriptor using point rendering. Thus, we get an image-based multiscale global descriptor, IMGD. To demonstrate its usability, we propose the use of distribution distance measures between the descriptors for comparing the point clouds. Our experimental results demonstrate the effectiveness of our descriptor, when constructed of publicly available datasets, and on applying our selected distance measures.Item A Geometric Approach for Computing the Kernel of a Polyhedron(The Eurographics Association, 2021) Sorgente, Tommaso; Biasotti, Silvia; Spagnuolo, Michela; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà, EmanueleWe present a geometric algorithm to compute the geometric kernel of a generic polyhedron. The geometric kernel (or simply kernel) is defined as the set of points from which the whole polyhedron is visible. Whilst the computation of the kernel for a polygon has already been largely addressed in the literature, less has been done for polyhedra. Currently, the principal implementation of the kernel estimation is based on the solution of a linear programming problem. We compare against it on several examples, showing that our method is more efficient in analysing the elements of a generic tessellation. Details on the technical implementation and discussions on pros and cons of the method are also provided.Item Improving Ray Tracing Performance with Variable Rate Shading(The Eurographics Association, 2021) Dahlin, Alexander; Sundstedt, Veronica; Xu, Kai and Turner, MartinHardware-accelerated ray tracing has enabled ray traced reflections for real-time applications such as games. However, the number of traced rays during each frame must be kept low to achieve expected frame rates. Therefore, techniques such as rendering the reflections at quarter resolution are used to limit the number of rays. The recent hardware features inline ray tracing, and variable rate shading (VRS) could be combined to limit the number of rays even further. This research aims to use hardware VRS to limit the number of rays while maintaining the visual quality in the final rendered image. An experiment with performance tests is performed on a rendering pipeline using different techniques to generate rays. The techniques use inline ray tracing combined with VRS and ray generation shaders. These are compared and evaluated using performance tests and the image evaluator FLIP. The results show that limiting the number of rays with hardware VRS leads to improved performance while the difference in visual quality remains comparable.Item Where's Wally? A Machine Learning Approach(The Eurographics Association, 2021) Barthelmes, Tobias; Vidal, Franck; Xu, Kai and Turner, MartinObject detection has been implemented in all sorts of real-life scenarios such as facial recognition, traffic monitoring and medical imaging but the research that has gone into object detection in drawings and cartoons is not nearly as extensive. The Where's Wally puzzle books give a good opportunity to implement some of these real-life methods into the fictional world. The Wally detection framework proposed is composed of two stages: i) a Haar-cascade classifier based on the Viola-Jones framework, which detects possible candidates from a scenario from the Where'sWally books, and ii) a lightweight convolutional neural network (CNN) that re-labels the objects detected by the cascade classifier. The cascade classifier was trained on 85 positive images and 172 negative images. It was then applied to 12 test images, which produced over 400 false positives. To increase the accuracy of the models, hard negative mining was implemented. The framework achieved a recall score of 84.61% and an F1 score of 78.54%. Improvements could be made to the training data or the CNN to further increase these scores.Item STRONGER: Simple TRajectory-based ONline GEsture Recognizer(The Eurographics Association, 2021) Emporio, Marco; Caputo, Ariel; Giachetti, Andrea; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà, EmanueleIn this paper, we present STRONGER, a client-server solution for the online gesture recognition from captured hands' joints sequences. The system leverages a CNN-based recognizer improving current state-of-the-art solutions for segmented gestures classification, trained and tested for the online gesture recognition task on a recent benchmark including heterogeneous gestures. The recognizer provides good classification accuracy and a limited number of false positives on most of the gesture classes of the benchmark used and has been used to create a demo application in a Mixed Reality scenario using an Hololens 2 optical see through Head-Mounted Display with hand tracking capability.Item Aplicación del motor de videojuegos Unity para la reconstrucción virtual de yacimientos arqueológicos(The Eurographics Association, 2021) Calzado-Martínez, Alberto; García-Fernández, Ángel Luis; Ortega-Alvarado, Lidia M.; Ortega, Lidia M. and Chica, AntonioEn este trabajo se presenta una aplicación desarrollada para enriquecer y ampliar las técnicas actuales de registro arqueológico. Basada en una arquitectura cliente-servidor, se ha utilizado el motor de videojuegos Unity para implementar una aplicación cliente sencilla e intuitiva que permite realizar la reconstrucción virtual de un yacimiento a partir del escaneado 3D in situ del terreno excavado, así como del escaneado 3D en laboratorio de los hallazgos más importantes. Así se consigue preservar la información espacial del yacimiento, y se facilita la visita virtual del mismo desde cualquier equipo conectado a Internet.Item 3D Visualisations Should Not be Displayed Alone - Encouraging a Need for Multivocality in Visualisation(The Eurographics Association, 2021) Roberts, Jonathan C.; Mearman, Joseph W.; Butcher, Peter W. S.; Al-Maneea, Hayder M.; Ritsos, Panagiotis D.; Xu, Kai and Turner, MartinWe believe that 3D visualisations should not be used alone; by coincidentally displaying alternative views the user can gain the best understanding of all situations. The different presentations signify manifold meanings and afford different tasks. Natural 3D worlds implicitly tell many stories. For instance, walking into a living room, seeing the TV, types of magazines, pictures on the wall, tells us much about the occupiers: their occupation, standards of living, taste in design, whether they have kids, and so on. How can we similarly create rich and diverse 3D visualisation presentations? How can we create visualisations that allow people to understand different stories from the data? In a multivariate 2D visualisation a developer may coordinate and link many views together to provide exploratory visualisation functionality. But how can this be achieved in 3D and in immersive visualisations? Different visualisation types, each have specific uses, and each has the potential to tell or evoke a different story. Through several use-cases, we discuss challenges of 3D visualisation, and present our argument for concurrent and coordinated visualisations of alternative styles, and encourage developers to consider using alternative representations with any 3D view, even if that view is displayed in a virtual, augmented or mixed reality setup.Item Learning Activities in Colours and Rainbows for Programming Skill Development(The Eurographics Association, 2021) Roberts, Jonathan C.; Xu, Kai and Turner, MartinWe present how we have created a series of bilingual (English and Welsh) STEM activities focusing on rainbows, colours, light and optical effects. The activities were motivated by the many rainbows that appeared in windows in the UK, in support of the National Health Service at the start of the coronavirus pandemic. Rainbows are hopeful and are very fitting to be used as a positive iconic image at a time of much uncertainty. In this paper we explain how we have developed and organised the activities, focusing on colours, computer graphics and computer programming. Each lesson contains one or more activities, which enable people to take an active role in their learning.We have carefully prepared and organised several processes to guide academic colleagues to create and publish different activities in the theme. Which means that the activities appear similarly structured, can be categorised and searched in a consistent way. This structure can act as a blueprint for others to follow and apply to develop their own online course. The activities incrementally take people through learning about colour, rainbows, planning what to program, design and strategies to create colourful pictures using simple computer graphics principles based in processing.org.
- «
- 1 (current)
- 2
- 3
- »