Rohmer Kai, Buschel Wolfgang, Dachselt Raimund, Grosch Thorsten
IEEE Trans Vis Comput Graph. 2015 Dec;21(12):1349-62. doi: 10.1109/TVCG.2015.2450717.
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.
目前,由于移动设备的计算能力不足,逼真的增强效果尚无法实现。即使是来自固定个人电脑的流式传输解决方案也会导致延迟,这对用户交互有很大影响。因此,我们引入了一种差分渲染方法,该方法能够在移动设备上对插入的虚拟对象进行一致的光照处理,避免延迟。计算工作在固定个人电脑和移动设备之间分担,以利用双方可用的能力。该方法的设计使得参与者之间只需异步传输最少的数据量。这使得在时间和空间上变化的真实光照条件下,虚拟对象能够以一致的外观进行交互式光照处理。为了描述室内场景中的复杂近场光照,使用高动态范围(HDR)摄像机从多个方向捕捉光照。通过这种方式,可以考虑到由于遮挡和有限视野而移动设备无法直接看到的光照源。虽然我们的方法侧重于朗伯材质,但我们也提供了一些初步方法来近似非漫反射虚拟对象,从而以几乎相同的成本实现更广泛的应用领域。