SIM The Blind: A Virtual Reality Cinema based on Pansori and Point Cloud Characters

2021 ◽  
Vol 8 (4) ◽  
pp. 37-40
Author(s):  
Sanghyun Yoo
Keyword(s):  
Author(s):  
Florian Wirth ◽  
Jannik Quehl ◽  
Jeffrey Ota ◽  
Christoph Stiller

2018 ◽  
Vol 7 (4) ◽  
pp. 2 ◽  
Author(s):  
Peter M Maloca ◽  
J. Emanuel Ramos de Carvalho ◽  
Tjebo Heeren ◽  
Pascal W Hasler ◽  
Faisal Mushtaq ◽  
...  

2021 ◽  
Author(s):  
Kristian D. Howald

There is a desire to push for innovation in the field of archaeology. Technologies like photogrammetry, point cloud scans, and additive printing are being utilized to document historical sites to cataloguing entire museum collections. The breadth of my research focuses on how Virtual Reality can be used as a tool to preserve the past and build new knowledge for our future. During this examination, questions arise around an object’s authenticity, as Aura, and whether or not this is a transferable attribute from something with materiality to something with no physicality, such as a digital reconstruction.


2021 ◽  
Author(s):  
Kristian D. Howald

There is a desire to push for innovation in the field of archaeology. Technologies like photogrammetry, point cloud scans, and additive printing are being utilized to document historical sites to cataloguing entire museum collections. The breadth of my research focuses on how Virtual Reality can be used as a tool to preserve the past and build new knowledge for our future. During this examination, questions arise around an object’s authenticity, as Aura, and whether or not this is a transferable attribute from something with materiality to something with no physicality, such as a digital reconstruction.


Author(s):  
A. Kharroubi ◽  
R. Hajji ◽  
R. Billen ◽  
F. Poux

Abstract. With the increasing volume of 3D applications using immersive technologies such as virtual, augmented and mixed reality, it is very interesting to create better ways to integrate unstructured 3D data such as point clouds as a source of data. Indeed, this can lead to an efficient workflow from 3D capture to 3D immersive environment creation without the need to derive 3D model, and lengthy optimization pipelines. In this paper, the main focus is on the direct classification and integration of massive 3D point clouds in a virtual reality (VR) environment. The emphasis is put on leveraging open-source frameworks for an easy replication of the findings. First, we develop a semi-automatic segmentation approach to provide semantic descriptors (mainly classes) to groups of points. We then build an octree data structure leveraged through out-of-core algorithms to load in real time and continuously only the points that are in the VR user's field of view. Then, we provide an open-source solution using Unity with a user interface for VR point cloud interaction and visualisation. Finally, we provide a full semantic VR data integration enhanced through developed shaders for future spatio-semantic queries. We tested our approach on several datasets of which a point cloud composed of 2.3 billion points, representing the heritage site of the castle of Jehay (Belgium). The results underline the efficiency and performance of the solution for visualizing classifieds massive point clouds in virtual environments with more than 100 frame per second.


Author(s):  
Daniele Bonatto ◽  
Segolene Rogge ◽  
Arnaud Schenkel ◽  
Rudy Ercek ◽  
Gauthier Lafruit

Author(s):  
Ross Tredinnick ◽  
Markus Broecker ◽  
Kevin Ponto
Keyword(s):  

Author(s):  
Zhou Zhang ◽  
Mingshao Zhang ◽  
Yizhe Chang ◽  
Sven K. Esche ◽  
Constantin Chassapis

A virtual space (VS) is an indispensable component of a virtual environment (VE) in virtual reality (VR). Usually, it is created using general tools and skills that are independent of the users’ specific applications and intents. Creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time consuming and complicated. This renders the construction of VEs difficult, impairs their flexibility and hampers their widespread usage. In this paper, an efficient method for creating VSs with a handheld camera is introduced. In this approach, the camera is used as a measuring tool that scans the real scene and obtains the corresponding surface information. This information is then used to generate a virtual 3D model through a series of data processing procedures. Firstly, the camera’s pose is traced in order to locate the points of the scene’s surface, whereby these surface points form a point cloud. Then, this point cloud is meshed and the mesh elements are textured automatically one by one. Unfortunately, the virtual 3D model resulting from this procedure represents an impenetrable solid and thus collision detection would prevent the avatars from entering into this VS. Therefore, an approach for eliminating this restriction is proposed here. Finally, a game-based virtual laboratory (GBVL) for an undergraduate mechanical engineering class was developed to demonstrate the feasibility of the proposed methodology. The model format used in Garry’s Mod (GMod) is also found in other VEs, and therefore the method proposed here can be straightforwardly generalized to other VE implementations.


2019 ◽  
Vol 96 (3-4) ◽  
pp. 387-400 ◽  
Author(s):  
David Valenzuela-Urrutia ◽  
Rodrigo Muñoz-Riffo ◽  
Javier Ruiz-del-Solar

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