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Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon
The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications.
The PSFC, or Pioneer sound field control system, is a DSP-driven hemispherical 14-loudspeaker array, installed at the University of Aizu Multimedia Center. Collocated with a large screen rear-projection stereographic display the PSFC features realtime control of virtual room characteristics and direction of two separate sound channels, smoothly steering them around a configurable soundscape. The PSFC controls an entire sound field, including sound direction, virtual distance, and simulated environment (reverb level, room size and liveness) for each source. It can also configure a dry (DSP-less) switching matrix for direct directionalization. The PSFC speaker dome is about 14 m in diameter, allowing about twenty users at once to comfortably stand or sit near its sweet spot.
Der neunte Workshop "Virtuelle und Erweiterte Realität" der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. >> wurde an der FH Düsseldorf vom 19.09. - 20.09.2012 durchgeführt. Dies ist der Tagungsband des neunten Workshops zum Thema "Virtuelle und Erweiterte Realität", die von der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung – auch provokative Ideen – im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollten wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Eine Auswahl der besten Artikel aus dem Workshop werden in einer Sonderausgabe des Journal of Virtual Reality and Broadcasting (JVRB) veröffentlicht.
Der fünfzehnte Workshop "Virtuelle und Erweiterte Realität" der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. wurde an der Hochschule Düsseldorf vom 10.-11.10.2018 durchgeführt. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung – auch provokative Ideen – im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wurde auch jungen Nachwuchswissenschaftlern die Möglichkeit gegeben, ihre Arbeiten zu präsentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Das Programmkomitee hat 12 Lang- und 6 Kurzbeiträge aus über 29 Gesamteinreichungen ausgewählt. Die Beiträge decken das Spektrum der Virtuellen und Erweiterten Realität ab. Der Workshop fand am 10. Oktober gleichzeitig mit dem Innovationstag des Innovationshubs in Düsseldorf statt. Für einen Beitrag eigneten sich alle Themenfelder der "Virtuellen und Erweiterten Realität", insbesondere:
3D Eingabegeräte und Interaktionstechniken
Avatare und Agenten
Displaytechnologien und Tracking
(Echtzeit-)Rendering
Education und Edutainment
Entertainment und Experiences
Gesellschaft und soziotechnische Aspekte
Human Factors
Industrielle Einsatzszenarien
Innovative Anwendungen
Künstlerische Anwendungen
Modellierung und Simulation
Multimodale Interaktion
Systemarchitekturen und Intelligente Umgebungen
Verteilte und kooperative VR/AR-Umgebungen
The “Journal of Virtual Reality and Broadcasting” is an open access E-journal covering advanced media technology for the integration of human computer interaction and modern information systems. The main focus is on the creation of synergies between such basic technologies as computer graphics and state-of-the-art broadcasting techniques.
The main goals are to publish research results in the field of Virtual Reality and Broadcasting, to provoke discussions, and to promote the exchange of ideas and information. Developments in the area have a direct effect on society, therefore social aspects will also be considered. As an interdisciplinary field Virtual Reality requires multilateral collaboration in order to enable new applications.
RB publishes articles consecutively and in electronic form only. All articles are peer-reviewed in a strict review process by at least three independent experts from the appropriate field of research and appear in the English language. The articles are organized in one volume per year with ten to twenty articles. Material that has been previously presented at conferences undergo a major revision and are extended and modified by the authors with at least 20% new material according to the Journal's policy for previously published articles. The Journal has been established in 2004.
Currently, the submission and publication of articles is free of charge. No author fees are applied.