Abstract:SLAMCast 4 ECs
Ours 24 ECsFigure 1: Illustration of our novel highly scalable multi-client live telepresence system. While previous approaches are limited to a low number of up to 4 remote exploration clients, our system is capable of providing an immersive telepresence experience within a live-captured high-quality scene reconstruction to more than 24 clients simultaneously without introducing further latency.
ABSTRACTSharing live telepresence experiences for teleconferencing or remote collaboration receives … Show more
“…One thread of research in this space is MR telepresence, in which the goal is to capture remote spaces and users and reproduce them elsewhere in real time. Recent papers in this area include Kunert et al (2018), Stotko et al (2019b), and Stotko et al (2019a). Another research thread is what we call world-aware environment generation, in which the goal is to create a virtual environment that possesses some of the same characteristics of the real environment-for example, areas that are not navigable in the real environment are also not navigable in the virtual environment.…”
Section: Our Proposed Taxonomy For Mr Experiencesmentioning
Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.
“…One thread of research in this space is MR telepresence, in which the goal is to capture remote spaces and users and reproduce them elsewhere in real time. Recent papers in this area include Kunert et al (2018), Stotko et al (2019b), and Stotko et al (2019a). Another research thread is what we call world-aware environment generation, in which the goal is to create a virtual environment that possesses some of the same characteristics of the real environment-for example, areas that are not navigable in the real environment are also not navigable in the virtual environment.…”
Section: Our Proposed Taxonomy For Mr Experiencesmentioning
Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.
“…This can be realised with high frame rates, so that RGB-D cameras also allow an acquisition of dynamic scenes. Addressing both efficient and robust geometry acquisition, KinectFusion (Izadi et al 2011) and its improved variants (Nießner et al 2013;Kähler et al 2016;Dai et al 2017;Stotko et al 2019b) are widely used. However, major limitations of RGB-D cameras are typically given regarding the accuracy of geometry acquisition, which might not meet the standard of indoor surveying applications.…”
Section: Sensor Systems For 3d Indoor Mappingmentioning
The Microsoft HoloLens is a head-worn mobile augmented reality device. It allows a real-time 3D mapping of its direct environment and a self-localisation within the acquired 3D data. Both aspects are essential for robustly augmenting the local environment around the user with virtual contents and for the robust interaction of the user with virtual objects. Although not primarily designed as an indoor mapping device, the Microsoft HoloLens has a high potential for an efficient and comfortable mapping of both room-scale and building-scale indoor environments. In this paper, we provide a survey on the capabilities of the Microsoft HoloLens (Version 1) for the efficient 3D mapping and modelling of indoor scenes. More specifically, we focus on its capabilities regarding the localisation (in terms of pose estimation) within indoor environments and the spatial mapping of indoor environments. While the Microsoft HoloLens can certainly not compete in providing highly accurate 3D data like laser scanners, we demonstrate that the acquired data provides sufficient accuracy for a subsequent standard rule-based reconstruction of a semantically enriched and topologically correct model of an indoor scene from the acquired data. Furthermore, we provide a discussion with respect to the robustness of standard handcrafted geometric features extracted from data acquired with the Microsoft HoloLens and typically used for a subsequent learning-based semantic segmentation.
“…Such RGB-D cameras allow for scene capture with high frame rates and are therefore often suitable for acquiring both static and dynamic scenes. Among a diversity of approaches, KinectFusion (Izadi et al, 2011) and respective improvements (Nießner et al, 2013;Kähler et al, 2016;Dai et al, 2017b;Stotko et al, 2019) have become popular methods for fast scene reconstruction. For a detailed survey on 3D scene acquisition with RGB-D cameras, we refer to (Zollhöfer et al, 2018).…”
Abstract. 3D indoor mapping and scene understanding have seen tremendous progress in recent years due to the rapid development of sensor systems, reconstruction techniques and semantic segmentation approaches. However, the quality of the acquired data strongly influences the accuracy of both reconstruction and segmentation. In this paper, we direct our attention to the evaluation of the mapping capabilities of the Microsoft HoloLens in comparison to high-quality TLS systems with respect to 3D indoor mapping, feature extraction and semantic segmentation. We demonstrate how a set of rather interpretable low-level geometric features and the resulting semantic segmentation achieved with a Random Forest classifier applied on these features are affected by the quality of the acquired data. The achieved results indicate that, while allowing for a fast acquisition of room geometries, the HoloLens provides data with sufficient accuracy for a wide range of applications.
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