We present a pilot study on expressive B-spline curves (XBSC), an extension of disk B-spline curves (DBSC). XBSC facilitates expressive drawings in terms of shape and color. For shape, colors on both sides of XBSC strokes are defined independently instead of using a single parameter for both sides as in DBSC. We perform coloring by considering the envelopes of XBSC as diffusion curves. Our results show that XBSC can be used to easily draw a wide range of images with fewer number of primitives compared to previous methods.
We propose CAVRoom, a multiplatform virtual shared space framework for multiplayer sandbox interaction. Participants using various devices such as PCs, Macs, mobile tablets, and mobile phones can interact together in the virtual shared space. CAVRoom aims to provide accessible solution for enhanced remote interactions beyond services offered by existing videoconference solutions. We demonstrate the framework in a virtual classroom setting in which students play a Heart Attack card game.
We propose a scalable AR (Augmented Reality) multiplayer robotic platform, which enables multiple players to control different machines (a drone and a robot) in shared environments, i.e virtual and real environments. We use state-of-theart visual SLAM (Simultaneous Localization and Mapping) algorithms for tracking machine poses based on camera and IMU (Inertial Measurement Units) inputs. Players will observe consistent AR objects between them thanks to our backend system, which synchronizes the AR objects between players. Moreover, the system is scalable in term of hardware (e.g. IMU, camera, machine type) and software (SLAM algorithm) as we utilize ROS for communication between modules. We demonstrate our system on a game developed in Unity, a robust and widely used popular game engine. We present some statistics of the game such as its frames-per-second performance.
We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user’s current location (i.e. without path lookahead) in terms of number of loaded objects, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device.
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