课题基金 / 基金详情

Full 3D Immersion: Capture and Visualization

Full 3D Immersion: Capture and Visualization
全 3D 沉浸式体验:捕捉和可视化
批准号:
RGPIN-2015-06812
负责人:
Roy, Sébastien
金额:
$1.75万
依托单位:
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2018
资助国家:
加拿大
项目状态:
已结题
起止时间:
2018-01-01 至 2019-12-31

项目摘要

项目成果

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中文摘要
翻译
这项拨款提案属于计算机视觉领域。它的主要重点是开发新的3D沉浸技术,从准确捕捉现实和可视化的角度(大型沉浸式投影,单个虚拟耳机)。目标很简单。首先,我们打算提供高精度、快速和健壮的方法来在沉浸式(大视场)和3D中捕捉现实,而不会对相机或所观察到的场景的运动进行任何限制。其次,我们打算为沉浸式3D内容的大规模可视化(即圆顶多投影或其他大型表面)提供高效的方法,并提供小规模可视化方法,如虚拟耳机(即Oculus Rift)。*3D沉浸式正变得越来越普遍,特别是在艺术、娱乐和视频游戏中。这主要是由于虚拟耳机技术的最新进展,如Oculus Rift,以及对3D穹顶投影的新兴趣,其中屏幕不仅填满了观察者的视野,还提供了立体图像,因此可以在各个方向准确地感知深度。3D沉浸的内容创建主要是使用3D计算机图形来执行的,在3D计算机图形中很容易进行立体沉浸式渲染。然而,对现实的准确描绘需要真实世界的拍摄,这一直是一个挑战。传统的小视场立体捕捉不能直接用于沉浸,因为它提供了单一的视角,而沉浸式捕捉需要同时从所有可能的视点捕捉。单人身临其境的3D体验也在以新的高性能虚拟现实耳机的形式快速发展。观看内容的软件已经成熟,特别是在3D实时图形和视频游戏方面。然而,对于身临其境的视频,所涉及的大分辨率和几何校正(包括视差)仍然构成挑战。我们的研究项目旨在从内容创作和内容呈现的角度来探索3D沉浸。*我们将开发用于3D球面捕捉现实的新相机,这样它就可以在任何方向上以准确的深度感知被其他地方实时观察。*我们还将开发更好的多投影,以简化和自动化其部署,同时使其在感知上更精确地沉浸在深度中。*我们的长期目标是“终极沉浸式3D”体验,其中观察者不仅可以控制他的凝视,还可以控制他的位置。观察者的这种新的自由将对3D沉浸式内容的创作产生深远的影响,并使其更具挑战性,从而开辟新的研究途径。总体而言,如果这个研究项目成功,我们将为实现3D沉浸的最终目标做出贡献:给予观察者充分的行动自由,给他一种无所不在的真实感觉。
英文摘要
This grant proposal is in the field of computer vision. Its primary focus is on developing new 3D immersion technologies, from the perspective of capturing reality accurately as well as visualization (large immersive projections, single virtual headset). The goals are simple. First, we intend to provide highly accurate, fast, and robust methods for capturing reality immersively (large field of view) and in 3D, without any constraint on the motion of camera or the scene observed. Second, we intend to provide highly efficient methods for large scale visualization of immersive 3D content (i.e. dome multi-projection, or other large surfaces), and for small scale visualization, such as virtual headsets (i.e. oculus rift).******3D Immersion is becoming more prevalent everyday, especially in the arts, entertainment, and video games. This is due mostly to recent advances in virtual headset technology such as the Oculus rift and to new interest toward 3D dome projection, where the screen is not only filling the observers fields of view, but also provides stereo images, so depth can be perceived accurately in all directions. Content creation for 3D immersion is mostly performed with 3D computer graphics, where it is easy to make stereo-immersive rendering. However, the accurate depiction of reality requires real world filming and has remained a challenge. Traditional "small field of view" stereo capture can not be used directly for immersion because it provides a single point of view while immersive capture requires capturing from all possible point of views simultaneously. The single person immersive 3D experience is also evolving rapidly in the form of new high performance virtual reality headsets. Software for viewing content has matured, especially with regards to 3D real-time graphics and video games. However, for immersive video, the large resolutions involved and geometry corrections (including parallax) still constitute a challenge. Our research program intends to explore 3D immersion, from the perspective of content creation and content presentation.******We will develop new cameras for 3D spherical capture of reality, so it can be observed somewhere else with accurate depth perception in any direction, and in real-time.******We will also develop better multi-projection, to simplify and automate its deployment while making it more perceptually accurate immersion with depth.***Our long term goal is the "ultimate immersive 3D" experience, where the observer not only controls his gaze, but also his location. This new freedom for the observer will have a profound impact on the creation of 3D immersive content and make it much more challenging, thereby opening new avenues of research. Overall, if this research program is successful, we will have contributed to achieving the ultimate goal of 3D immersion: giving full freedom of movement to the observer, giving him a true felling of omnipresence.
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Alder-microbe interactions and adaptations in changing environments.
  • 批准号:
    RGPIN-2019-06927
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2022
  • 负责人:
    Roy, Sébastien
  • 依托单位:
Practical large-scale antenna systems (LSAS) for high bit-rate communications based on antenna selection and spatial modulation
  • 批准号:
    RGPIN-2018-06124
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2022
  • 负责人:
    Roy, Sébastien
  • 依托单位:
Alder-microbe interactions and adaptations in changing environments.
  • 批准号:
    RGPIN-2019-06927
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2021
  • 负责人:
    Roy, Sébastien
  • 依托单位:
Practical large-scale antenna systems (LSAS) for high bit-rate communications based on antenna selection and spatial modulation
  • 批准号:
    RGPIN-2018-06124
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2021
  • 负责人:
    Roy, Sébastien
  • 依托单位:
国内基金
海外基金
面向组织工程宏/微血管化的流道/多孔耦合生物 3D 打印研究
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    ZCLZ26C1001
  • 项目类别:
    省市级项目
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    2026
  • 负责人:
    邵磊
  • 依托单位:
高速喷气织机非标部件3D打印技术研究
  • 批准号:
  • 项目类别:
    省市级项目
  • 资助金额:
    --
  • 批准年份:
    2026
  • 负责人:
    陈雨莹
  • 依托单位:
船舶海工用粘结剂喷射3D打印金属复合材料成形技术开发
  • 批准号:
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    省市级项目
  • 资助金额:
    --
  • 批准年份:
    2026
  • 负责人:
    徐龙
  • 依托单位:
高效换热不锈钢模具3D打印关键技术及装备开发
  • 批准号:
  • 项目类别:
    省市级项目
  • 资助金额:
    --
  • 批准年份:
    2026
  • 负责人:
    刘双宇
  • 依托单位: