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现实世界中的虚拟现实与头部运动视差。

Real-World Virtual Reality With Head-Motion Parallax.

出版信息

IEEE Comput Graph Appl. 2021 Jul-Aug;41(4):29-39. doi: 10.1109/MCG.2021.3082041. Epub 2021 Jul 15.

Abstract

Most of the real-world virtual reality (VR) content available today is captured and rendered from a fixed vantage point. The visual-vestibular conflict arising from the lack of head-motion parallax degrades the feeling of presence in the virtual environment and has been shown to induce nausea and visual discomfort. We present an end-to-end framework for VR with head-motion parallax for real-world scenes. To capture both horizontally and vertically separated perspectives, we use a camera rig with two vertically stacked rings of outward-facing cameras. The data from the rig are processed offline and stored into a compact intermediate representation, which is used to render novel views for a head-mounted display, in accordance with the viewer's head movements. We compare two promising intermediate representations-Stacked OmniStereo and Layered Depth Panoramas-and evaluate them in terms of objective image quality metrics and the occurrence of disocclusion holes in synthesized novel views.

摘要

目前大多数可用的真实世界虚拟现实 (VR) 内容都是从固定视角捕获和渲染的。由于缺乏头部运动视差而产生的视觉-前庭冲突降低了虚拟环境中的存在感,并已被证明会引起恶心和视觉不适。我们为具有头部运动视差的真实世界场景的 VR 提出了一个端到端框架。为了捕获水平和垂直分离的视角,我们使用带有两个堆叠的向外摄像头的环形相机架。该装置的数据在离线时进行处理并存储到一个紧凑的中间表示中,该中间表示根据观看者的头部运动,用于为头戴式显示器渲染新视图。我们比较了两种有前途的中间表示形式——堆叠式全景立体和分层深度全景图,并根据客观图像质量指标和合成新视图中出现的不透明度孔来评估它们。

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