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A POINT-BASED VIRTUAL REALITY SYSTEM FOR SUPPORTING PRODUCT DEVELOPMENT

机译:支持产品开发的基于点的虚拟现实系统

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In this paper, we discuss methods to efficiently render stereoscopic scenes of large-scale point-clouds on inexpensive VR systems. Recently, terrestrial laser scanners are significantly improved, and they can easily capture tens of millions points in a short time from large fields, such as engineering plants. If 3D stereoscopic scenes of large-scale point-clouds could be easily rendered using inexpensive devices, they might be involved in casual product development phases. However, it is difficult to render a huge number of points using common PCs, because VR systems require high frame rates to avoid VR sickness. To solve this problem, we introduce an efficient culling method for large-scale point-clouds. In our method, we project all points onto angle-space panoramic images, whose axes are the azimuth and elevation angles of head directions. Then we eliminate occluded and redundant points according to the resolutions of devices. Once visible points are selected, they can be rendered in high frame rates. Visible points are updated when the user stays at a certain position to observe target objects. Since points are processed on image space in our method, preprocessing is very fast. In our experiments, our method could render stereoscopic views of large-scale point-clouds in high frame rates.
机译:在本文中,我们讨论了在廉价的VR系统上有效渲染大规模点云的立体场景的方法。最近,陆地激光扫描仪得到了显着改进,它们可以在短时间内轻松地从大型领域(如工程设备)捕获数千万个点。如果可以使用廉价的设备轻松渲染大规模点云的3D立体场景,则它们可能会涉及休闲产品开发阶段。但是,由于VR系统要求高帧速率来避免VR疾病,因此使用普通PC很难渲染大量点。为了解决这个问题,我们为大型点云引入了一种有效的剔除方法。在我们的方法中,我们将所有点投影到角度空间全景图像上,其轴为头部方向的方位角和仰角。然后我们根据设备的分辨率消除闭塞点和冗余点。一旦选择了可见点,就可以以高帧速率渲染它们。当用户停留在某个位置以观察目标对象时,可见点将更新。由于在我们的方法中是在图像空间上处理点,因此预处理非常快。在我们的实验中,我们的方法可以在高帧频下渲染大规模点云的立体视图。

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