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Test Immersion in DomeTheater using Tracking deviceLiang, Liu January 2011 (has links)
Head tracking is an important way to interact with virtual objects in virtual world. The viewercan move or rotate his head to observe the 3D scene in dierent view. Normally head tracking isused in a cave or just on a at screen.Dome theater has a half sphere screen with multiple projectors together for showing the wholescene onto the big screen. The dome screen could give the viewer a very strong immersion feelingwhen head tracking inside dome theater and that is why we want to implement head tracking indome theater. The half sphere dome screen is so big that multiple projectors should be used forshooting the whole scene onto the big screen. Hence a cluster system is used for manipulating allthe projectors working smoothly. The display system of dome theater has no place for the headtracking part.This thesis tries to introduce a method to do head tracking in dome theater. The mainproblem is how to add head tracking in the display system in dome theater. Frame buer object(FBO) is used as the solution for this problem. The viewer's viewing frustum is created in framebuer object in order to render the 3D scene depending on the viewer's head position. The FBOtexture will then be attached onto a 3D sphere which simulates the dome sphere in virtual world.Since the viewing frustum is always created depending on the viewer's head position, the FBOtextures on the 3D sphere always can represent the 3D scene rendered depending on the viewer'shead position. Using the projectors to shoot the 3D scenes which is the 3D sphere attached by theFBO textures onto the dome screen. That is the main part of how to implement head tracking indome theater.This thesis forcus on rendering the 3D scene onto the dome screen depending on the viewer'shead position. The tracking device controlling part is out of this thesis's scope. VR Juggler (VRJ) is used as the framework in this project. Viewer's position setting and cluster setting are allsetted in the conguration file.
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Hur kan Design Fiction användas för att skapa en visuellt informativ video om kolonier på Venus, för ungaWallhede, Johan, Franzén, Emma January 2022 (has links)
Denna artikel handlar om hur Design fiction kan användas för att skapa en visuell informativ video till unga. Förutom det handlar denna artikel om den tekniska vägen till att få en 3D animation som både kan visas i en domteater, VR 360o bild och platt skärm. Sedan är det en analys på både bilderna rent tekniskt där 3D bilderna visas på många olika medier som ger en validitet till resultatet. Förutom det har denna artikel en guide till det “best practices” för en domteater och vad du som designer ska tänka på när du ska göra ett projekt till en domteater. Läsaren ska vara medveten om att det kan finnas variabler i dessa “best practices” beroende på domteater, som inte tas upp i denna artikel. Artikeln handlar även om det tekniska utmaningar av att arbeta med 3D grafik och deras lösningar och farhågor. 3D grafik har gett undersökningen många förmågor men också många utmaningar på grund av det medium som har valts. / This article is about Design fiction and how it can be used to create a visual informative video for younger people. The article also describes the process to create a 3D graphic animation that can be shown in a theatre dome, VR 360o video as well as a normal computer screen. There is also an analysis of the technical achievement where the 3D rendered images can and are shown in different mediums as described above, it gives the project a certain validity. There is also a general “best practice” guide to how a production can be done for a dom theatre however keep in mind that there may be variables depending on the dom theatre that are not highlighted in this article. The article also describes the technical challenges and opportunities that come with working with 3D graphics, and as such can give a reader advice on what to avoid and do in such projects.
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Large scale audience interaction with a Kinect sensorSamini, Ali January 2012 (has links)
We present investigation and designing of a system that interacts with big audience, sitting in a dimmed theater environment. The goal is to automatically detect audiences and some of their actions. Test results indicate that because of low light condition we can’t rely on RGB camera footage in a dimmed environment. We use Microsoft Kinect Sensor to collect data from environment. Kinect is designed to be used with Microsoft Xbox 360 for gaming purposes. It has both RGB and Infrared depth camera. Change in amount of visible light doesn’t affect data from depth camera. Kinect is not a strong camera so it has limitations that we should deal with. Viewing angles of both cameras and depth range of Infrared camera are limited. Viewing angles of depth camera are 43° vertical and 57° horizontal. Most accurate range of depth camera is 1 meter to 4 meters from camera. Non-infrared reflective surfaces cause gaps in depth data. We evaluate possibility of using Kinect camera in a large environment with big audience. “Dome 3D theater” in Norrkoping Visualization Center C, is selected as environment to investigate and test the system. We ran some tests to find the best place and best height for camera to have most coverage. Our system works with optimized image processing algorithms that use 3D depth data instead of regular RGB or Grayscale image. We use “libfreenect”, Open Kinect library to get Kinect sensor up and running. C++ and OpenGL are used as programing languages and graphics interface, respectively. Open GLUT (OpenGL Utility Toolkit) is used for system’s user interface. It was not possible to use Dome environment for every test during the programming period so we recorded some depth footage and used for later tests. While evaluating the possibility of using Kinect in Dome environment, we realized that implementing a voting system would make a good demonstration and test application. Our system counts votes after audiences raise their hands to vote for something.
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