2019 · 17 citations · 31 references
ComputingVisualizationAugmented Reality In EducationImmersive VisualizationVirtual Reality In EducationAugmented RealityMixed RealityVirtual RealityVirtual WorldsImmersive CollaborationImmersive ViewingInteraction ScenariosInteractive Telepresence SystemsRemote CollaborationScenariosTelepresence
Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes.
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Marching cubes: A high resolution 3D surface construction algorithm
William E. Lorensen, H. E. Cline · 1987 · 10.2K citations · Full text
Computing, Radiology, Visualization +17
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Real-time 3D reconstruction at scale using voxel hashing
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