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1.
在对虚拟现实人物进行视景重构和三维重建中,为了提高虚拟人物图形生成的逼真性,需要结合图形与图像处理方法进行虚拟人物图形的三维跟踪渲染和重构,文章提出一种基于真实感约束的VR虚拟人物图形生成方法,采用图像边缘轮廓检测和纹理跟踪渲染方法进行虚拟人物图像采集和视景生成,并结合小波降噪方法对虚拟人物图形进行降噪滤波处理,提高人物图形成像的逼真度。在重构的像素特征空间中进行信息融合,为了提高VR成像的真实感,文章采用自适应纹理映射技术进行虚拟人物图形的跟踪渲染,将像素值加到三维实体模型上,生成具有真实感的VR虚拟人物图形。仿真结果表明,采用该方法进行VR虚拟人物图形生成的逼真度较好,输出图形的峰值信噪比较高,说明VR成像的质量较好,性能优于传统方法。  相似文献   

2.
传统毛皮材质模拟需要使用大量细长面片,在实时渲染中会占用过多的绘制资源,造成性能瓶颈。为了解决场景中大量毛皮材质模型的实时渲染性能问题,文中提出一种基于多层纹理渲染实现的实时毛皮渲染方法,通过逐层不透明度衰减的方式模拟多层毛发切片叠加,从而快速、高效地模拟出大量短小毛发。根据毛发的光照特性,同时结合线性兰伯特光照算法、环境光遮蔽算法、菲涅尔近似轮廓光算法、各向异性高光算法等多种光照算法,经过伽马校正后模拟出具有真实感的毛皮光照效果,并提出通过修正不透明度衰减公式减少渲染层数的优化方案,减少绘制开销,使性能与渲染效果达到相对平衡。优化后,文中方法能实时处理一定规模的真实感毛皮渲染,对于毛皮材质在游戏、动画、虚拟现实等领域的应用具有重要意义。  相似文献   

3.
随着我国大型文艺表演活动次数的不断增加,在特定的仿真预演中,呈现人眼视觉效果的画面成为了迫切需求.文中根据当下图形仿真引擎的渲染管线处理画面的原理和流程,参考对于人眼视觉成像的相关研究,提出一种在基于物理渲染理论下,实时渲染中,人眼视觉画面的生成方法.在此方法上,对画面的组成部分(相机、光照和材质)进行了实验,通过和真...  相似文献   

4.
将VR头盔应用于模拟飞行训练系统,可替代传统的视景系统,但训练人员只能与虚拟座舱进行交互,缺乏与实物交互的真实感。针对上述问题,提出将混合现实技术应用到模拟飞行训练系统中,硬件采用HTC VIVE Pro头盔和某型飞机实物座舱,软件采用虚幻引擎4,通过视频透视技术将实物座舱与视景仿真画面无缝衔接,训练人员通过MR头盔即能看到实物座舱,并对其进行交互操作,又能看到虚拟场景,因此大大提高了模拟飞行真实感和沉浸感,降低了训练系统的成本,为我军大量装配模拟飞行训练系统提供了技术支持。  相似文献   

5.
《现代电子技术》2020,(4):117-119
为了提高多角色虚拟人物三维仿真设计的可视化效果,综合利用视觉传达设计中的VR技术、传感器技术以及虚拟人技术,建立以虚拟人物三维模型为基础的基于视觉传达的多角色虚拟人物三维融合系统。采用三维仿真渲染工具Vega Prime进行多角色虚拟人物三维造型模块创建和虚拟场景仿真,然后设计了多角色虚拟人的运动算法,最终达到了用户、三维仿真场景以及多角色虚拟人物之间的融合。仿真实验结果表明,采用该系统进行多角色虚拟人物三维融合设计的可视化效果较好,满足特殊角色人物三维造型设计要求。  相似文献   

6.
从计算机图像非真实感渲染技术的发展方面总结了非真实感渲染的发展历程,由上世纪90年代初期的基于笔画的渲染到现代的全局优化算法,计算机图形和图像处理技术的发展使得非真实感渲染算法可以处理更加复杂的图像,并且处理效果更好。同时分析了各种技术的优缺点以及各自的较好的适用情况及相关制约,最后总结了非真实感渲染所面临的挑战。  相似文献   

7.
针对传统的图像非真实感渲染制作受场所、设备的限制以及依赖人工绘制的周期长、效率低的不足,研究了彩色图像的非真实感渲染方法.提出了一种基于边缘融合的彩色图像非真实感渲染方法.根据非真实感图像的特殊性质,在进行渲染时必须考虑边缘和颜色两个重要因素.方法首先将RGB彩色图像转换为Lab彩色图像,并对L通道进行梯度滤波,获取边缘梯度图.然后对L通道进行灰度量化,并合并量化后的L、a、b三个通道,将其转换为RGB图像,最后将边缘梯度图和量化后的RGB图像融合,得到非真实感渲染后的图像.实验结果表明,与前人提出的基于扫描线的非真实感渲染算法相比,方法能克服扫描出现的颜色突兀跳变与虚假条纹,有一定的实用意义.  相似文献   

8.
文章设计并实现了一种用于虚拟现实的全景声场采集和重现系统,首先利用多通道音频采集设备对环境音频进行采集,再结合头部实时运动信息,用头相关传递函数(HRTF技术)模仿声音的空间效果,重现VR中的全景声场。为VR用户提供了除视觉沉浸感之外的听觉沉浸感。  相似文献   

9.
在解决作战训练的“真实性”问题上,虚拟现实(Virtual Reality简称VR)技术是提高模拟训练仿真度强有力的手段之一。本文基于VR技术,根据操作训练的实际情况,运用MultiGen-Paradigm公司提供的建模软件MultiGen-Creator和实时视景模拟驱动软件Vega在VisualC 环境里对导弹培训系统进行了研究与开发。该系统功能较全、简洁方便,具有较强的真实感、沉浸感、交互性,其设计具有较强的针对性和实用性。  相似文献   

10.
粒子系统被认为是最成功的模拟模糊物体的图形生成算法。文中针对照明弹效果仿真的问题,根据照明弹的工作原理,使用粒子系统理论,建立了照明弹模型,并利用OGRE图像渲染引擎,实现了照明弹的仿真效果。该仿真效果具有动态性,且视觉真实感较强。  相似文献   

11.
Virtual reality (VR) provides a revolutionary interface between man and machine. However, present display and interface peripherals limit the potential of virtual environments within many activities or scenarios. Mainstream immersive VR is centred on head mounted display (HMD) based solutions in which the user is isolated from their surrounding environment. The occlusion of real world interaction within such systems imposes unnatural social and physical constraints on the user. Media environments can be classified as one form of enhanced reality based around immersive physical spaces intensified for effective collaborative activities. Current research is directed at three forms of enhanced spaces — immersive projected displays, interactive video environments, and immersive desktop environments. While HMD and desktop VR facilitates many collaborative tasks, the synthesis of real and virtual realities within a life-size environment offers distinct advantages within other applications. This paper introduces the concepts behind media environments, reviews current research and presents applications being explored at BT Laboratories.  相似文献   

12.
In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40‐view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40‐view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40‐view real‐time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three‐dimensional (3D) objects on the display for real‐time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.  相似文献   

13.
随着虚拟现实(virtual reality, VR)技术的飞速发展,各种应用层出不穷。然而目前大多应用仅限于定点的静态全景展示及游览,无法利用VR化不可能为可能的优越性。本文提出了一种融合VR技术与三维重建算法的类鸟飞行交互模拟系统。该系统搭建了结构稳定的硬件控制平台用以改变实际姿态,同时通过软件仿真了虚拟环境中鸟类的飞行,结合硬件驱动及软件模拟实现了深层次的飞行模拟。现有的虚拟环境大多通过人工建模、激光扫描仪或无人机(unmanned aerial vehicle, UAV)航拍构造,其中建模存在费时费力的缺点,激光扫描仪则无法适应大规模重建,而UAV成本高昂且需专业培训。本文引入了基于图像分簇的PMVS (patch based multi-view stereopesis)算法,只需输入特定场景的图片即可利用计算机自动恢复出三维结构,不仅快速而且可对任意场景重构。使用户在足不出户的情况下即可在世界各地体验飞行,为旅游事业及VR产业提供了一种新的可能。  相似文献   

14.
With rapid developments in communications technology and digital multimedia, there has been increasing demand in recent years for realistic broadcasting technology beyond conventional audio-visual media. In response to this demand, this paper presents an example of the construction of a haptic-enabled broadcasting system based on the MPEG-V standard that was established recently. The construction processes of the proposed haptic-enabled broadcasting system include various types of media acquisition, haptic content creation by modeling and authoring, transmission, rendering, and interaction. This paper illustrates the data flow within the system, from the creation of haptic contents to the rendering of these contents to the end user, and explains a method of building the system with the MPEG-V standard. The constructed haptic-enabled broadcasting system allows users to have more immersive interaction with the synthesized haptic multimedia, which is closely synchronized with audio-visual data.  相似文献   

15.
数字博物馆是分布式虚拟环境系统的一种典型应用。在数字博物馆的建模中,当我们要生成相当真实感的场景时,由于场景的复杂性,要实现其实时性,往往是不太可能的。因此,我们必须要通过适当的方法来简化场景的复杂性,提高场景载入的实时性。层次细节(1evels of details)技术就是在这样的情况下提出来的。本文给出了虚拟博物馆限时自适应LOD实现机制设计图,并且提出了一种改进的基于时间估计和对象重要性的实时LOD选择算法。实验结果表明显示效果形象逼真,并满足实时性要求。  相似文献   

16.
余丹  张武洪  袁慧 《移动信息》2024,46(3):247-249
计算机虚拟仿真系统是当代多个专业教育教学工作中的重点,若能将VR技术应用其中,则可构建起更加真实的虚拟仿真实验环境,以提升教学效果,发挥VR技术的应用价值。文中分析了VR技术在计算机虚拟仿真系统设计中的应用,旨在优化计算机虚拟仿真系统的设计工作,提升相关专业的教学效果,以供参考。  相似文献   

17.
电视跟踪是雷达系统多模式跟踪方式中重要的一种,基于图像绘制技术实现了电视跟踪系统的视景仿真。详细描述了电视跟踪视景仿真的实现方法,包括系统设计、序列图像采集方法、全景图像的合成算法以及视景图像生成算法,并进行了算法优化和视景仿真实现。该方法已成功应用于某多功能相控阵雷达模拟训练系统的开发,仿真效果较为逼真。  相似文献   

18.
Virtual reality (VR) and augmented reality (AR) systems have garnered recent widespread attention due to increased accessibility, functionality, and affordability. These systems sense user inputs and typically provide haptic, audio, and visual feedback to blend interactive virtual environments with the real world for an enhanced or simulated reality experience. With applications ranging from immersive entertainment, to teleoperation, to physical therapy, further development of this technology has the potential for impact across multiple disciplines. However, VR/AR devices still face critical challenges that hinder integration into everyday life and additional applications; namely, the rigid and cumbersome form factor of current technology that is incompatible with the dynamic movements and pliable limbs of the human body. Recent advancements in the field of soft materials are uniquely suited to provide solutions to this challenge. Devices fabricated from flexible and elastic bio-compatible materials have significantly greater compatibility with the human body and could lead to a more natural VR/AR experience. This review reports state-of-the-art experimental studies in soft materials for wearable sensing and haptic feedback in VR/AR applications, explores emerging soft technologies for on-body devices, and identifies current challenges and future opportunities toward seamless integration of the virtual and physical world.  相似文献   

19.
In the past decade, remarkable progress has been made in the domain of augmented reality/virtual reality (AR/VR). The need for realistic and immersive augmentation has propelled the development of haptics interfaces-enabled AR/VR. The haptics interfaces facilitate direct interaction and manipulation with both real and virtual objects, thus augmenting the perception and experiences of the users. The level of augmentation can be significantly improved by thermal stimulation or sensing, which facilitates a higher degree of object identification and discrimination. This review discusses the thermal technology-enabled augmented reality and summarizes the recent progress in the development of different thermal technology such as thermal haptics including thermo-resistive heater and Peltier devices, thermal sensors including resistive, pyroelectric, and thermoelectric sensors, which can be utilized to improve the realism of augmentation. The fundamental mechanism, design strategies, and the rational guidelines for the adoption of these technologies in AR/VR is explicitly discussed. The conclusion provides an outlook on the existing challenges and outlines the future roadmap for the realization of next-generation thermo-haptics enabled augmented reality.  相似文献   

20.
翟延兵  黄希寒  王峰 《移动信息》2023,45(7):298-300
作为一种视觉特效拍摄技术,XR虚拟拍摄技术实现了AR,VR,MR等技术的整合。在电视节目制作中应用XR沉浸式演播室,可以实现真实元素与虚拟元素的有机整合和无缝衔接,为观众打造沉浸式的视觉盛宴,优化节目效果。文中对XR技术在电视节目制作中的应用进行了阐述,希望能对电视节目制作的进步提供参考。  相似文献   

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