Join us at the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, GRAPP 2017.
ICT Lab researcher Behnam Maneshgar will be presenting our paper “A Long-Range Vision System for Projection Mapping of Stereoscopic Content in Outdoor Areas“. The work is co-authored with Leila Sujir, Sudhir P. Mudur, Charalambos Poullis.
Abstract: Spatial Augmented Reality, or its more commonly known name Projection Mapping (PM), is a projection technique which transforms a real-life object or scene into a surface for video projection (Raskar et al., 1998b). Although this technique has been pioneered and used by Disney since the seventies, it is in recent years that it has gained significant popularity due to the availability of specialized software which simplifies the otherwise cumbersome calibration process (Raskar et al., 1998a). Currently, PM is being widely used in advertising, marketing, cultural events, live performances, theater, etc as a way of enhancing an object/scene by superimposing visual content (Ridel et al., 2014). However, despite the wide availability of specialized software, several restrictions are still imposed on the type of objects/scenes on which PM can be applied. Most limitations are due to problems in handling objects/scenes with (a) complex reflectance properties and (b) low intensity or distinct colors. In this work, we address these limitations and present solutions for mitigating these problems. We present a complete framework for calibration, geometry acquisition and reconstruction, estimation of reflectance properties, and finally color compensation; all within the context of outdoor long-range PM of stereoscopic content. Using the proposed technique, the observed projections are as close as possible [constrained by hardware limitations] to the actual content being projected; therefore ensuring the perception of depth and immersion when viewed with stereo glasses. We have performed extensive experiments and the results are reported.
iMARECULTURE:Advanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE.
The principal invesigator of the project is Prof. D. Skarlatos from the Cyprus University of Technology.
The ICT lab is a member of the consortium and is working on the serious games and virtual environments.
The project iMARECULTURE is focusing in raising European identity awareness using maritime and underwater cultural interaction and exchange in Mediterranean Sea. Commercial ship routes joining Europe with other cultures are vivid examples of cultural interaction, while shipwrecks and submerged sites, unreachable to wide public are excellent samples that can benefit from immersive technologies, augmented and virtual reality. iMARECULTURE will bring inherently unreachable underwater cultural heritage within digital reach of the wide public using virtual visits and immersive technologies. Apart from reusing existing 3D data of underwater shipwrecks and sites, with respect to ethics, rights and licensing, to provide a personalized dry visit to a museum visitor or augmented reality to the diver, it also emphasizes on developing pre- and after- encounter of the digital visitor. The former one is implemented exploiting geospatial enabled technologies for developing a serious game of sailing over ancient Mediterranean and the latter for an underwater shipwreck excavation game. Both games are realized thought social media, in order to facilitate information exchange among users. iMARECULTURE supports dry visits by providing immersive experience through VR Cave and 3D info kiosks on museums or through the web. Additionally, aims to significantly enhance the experience of the diver, visitor or scholar, using underwater augmented reality in a tablet and an underwater housing. iMARECULTURE is composed by universities and SMEs with experience in diverse underwater projects, existing digital libraries, and people many of which are divers themselves.
Duration: 36 months (1 November 2016 – 31 October 2019)
Funding body: European Commision – Research Executive Agency
For more up-to-date information please visit/bookmark the project’s website: iMARECULTURE
3DUNDERWORLD-SLS v4 has been released.
The latest version features multiple optimizations in the processing pipeline. 3DUNDERWORLD-SLS v4.x requires two or more cameras and includes a CUDA GPU implementation as well as a CPU implementation in case an Nvidia card is not found. In this version, we provide a generic camera interface implementation and which the programmer can extend to support any kind of camera.
The source code and sample data can be found at the lab’s Github account.
The technical report can be found arxiv.
Details about important dates and submission instructions can be found on the workshop’s website: http://www.multimediauts.org/3DWorkshop_CVPR2016/
Recent research on large scale 3D data has been boosted by a number of rapid academic and industrial advances. 3D sensing devices, ranging from consumer depth cameras like Microsoft’s Kinect to professional laser-scanners, make 3D data capture readily available in real life. Moreover, structure from motion and dense multi-view stereo have matured to also deliver large scale point clouds. These point clouds typically need to be processed further into higher level geometric representations (for example, surface meshes), and semantically analysed (for example, object detection). These representations open up many exciting applications for mapping services, navigation systems and virtual/augmented reality devices.
This full-day workshop is inspired by these exciting advances and will cover large scale 3D data research topics, including acquisition, modelling and analysis. One key feature of our workshop is to introduce two 3D data challenges. The first challenge addresses semantic segmentation of large outdoor point clouds (see http://www.semantic3d.net/). The second challenge aims to evaluate multiple-view stereo algorithms applied to large numbers of commercial satellite images (check the workshop web site for the latest information).
Moreover, the full-day workshop is expected to demonstrate the convergence of state-of-the-art 3D sensor technology, 3D computer vision, and 3D applications such as augmented reality through a forum of invited talks by leading researchers and submitted research papers for oral and poster presentation. Authors are invited to submit a full paper (two-column format, 8 pages) in accordance with the CVPR guidelines available on the conference website: http://cvpr2016.thecvf.com. The review will be double-blind. Only electronic submissions will be accepted. Topics of interest include, but are not limited to:
- Semantic segmentation of 3D outdoor point clouds in photogrammetry and mapping
- Object description, detection and recognition on large scale point cloud data
- Matching and registration of point cloud data across different sources of sensor
- 3D scene reconstruction through multi-sensory data fusion, alignment, and registration
- Camera pose tracking on mobile devices
- Appearance and illumination modelling and representation
- 3D rendering and visualization of large scale models (e.g. for urban areas)
- Augmented reality and merging of virtual and real worlds, augmented reality in street view, and web-based 3D map applications
- Multiple-view stereo algorithms applied to large numbers of commercial satellite images.
- Jian Zhang, email@example.com The University of Technology Sydney, Australia
- Myron Brown, Myron.Brown@jhuapl.edu The Johns Hopkins University, USA
- Charalambos Poullis, firstname.lastname@example.org Concordia University, Canada
- Konrad Schindler, email@example.com Photogrammetry and Remote Sensing, Switzerland
Organizers (listed in alphabetical order of last names)
Mohammed Bennamoun, firstname.lastname@example.org
Myron Brown, email@example.com
Lixin Fan, firstname.lastname@example.org
Thomas Fevens, email@example.com
Hak Jae Kim, firstname.lastname@example.org
Florent Lafarge, email@example.com
Sudhir Mudur, firstname.lastname@example.org
Marc Pollefeys, email@example.com
Tiberiu Popa, firstname.lastname@example.org
Fatih Porikli, email@example.com
Charalambos Poullis, firstname.lastname@example.org
Konrad Schindler, email@example.com
Qiang Wu, firstname.lastname@example.org
Jian Zhang, email@example.com
Qian-Yi Zhou, firstname.lastname@example.org
During a four-day international research colloquium from February 24th to 27th, 2016, the Elastic 3D Space group of Researchers, lead by Artists, Designers and Computer Scientists, will explore the potential of stereoscopic technologies with artistic practices. This event brings together over 15 researchers, artists and industry experts to share their research explorations on elastic space, and augmented and virtual reality, and future reality within multiple disciplines from six Universities Art Departments, two cultural production and exhibition sites, along with departments of Computer Science and Software Engineering, Architectural History, and Performance Studies and Design across three continents.
The February 24-27 event will start with a day of presentations including a walking tour in the afternoon, followed by three days of a workshop research exchange, with hand-on workshops, a session at the National Film Board stereoscopic studios, roundtable discussions, 3D drawings demos and virtual drawing prototypes.
This exchange will focus on both the technical exploration of stereoscopic technologies and software, while questioning its perceptual effects. It will deeply investigate the way our bodies relate to our built environment and interact within the illusory elastic 3D space.
There will be two keynote speeches by Ken Perlin, and Dorita Hannah
Keynotes: Elastic 3D Space Keynotes
Program: Elastic 3D Space Colloquium
The module implements the time-multiplexing coding strategy based on Gray encoding following the (stereo) approach described in our “3DUNDERWORLD-SLS: An Open-Source Structured Light Scanning System for Rapid Geometry Acquisition”.
More information about the API can be found here.
A video by OpenCV showcasing the GSOC projects can be found here.
Join us at the 6th International Conference on Affective Computing and Intelligent Interaction – ACII2015.
ICT Lab researcher Chris Christou will be presenting our paper “Psychophysiological Responses to Virtual Crowds: Implications for Wearable Computing“. The work is co-authored by Kyriakos Herakleous, Aimilia Tzanavari, Charalambos Poullis.
Abstract: People’s responses to crowds was investigated with a simulation of a busy street using virtual reality. Both psychophysiological measures and a cognitive test were used to assess the influence of large crowds or individual agents who stood close to the participant while they performed a memory task. Results from most individuals revealed strong orienting responses to changes in the crowd. This was indicated by sharp increases in skin conductivity and reduction in peripheral blood volume amplitude. Furthermore, cognitive function appeared to be affected. Results of the memory test appeared to be influenced by how closely virtual agents approached the participants. These findings are discussed with respect to wearable affective computing that seeks robust identifiable correlates of autonomic activity that can be used in everyday contexts.
Venue: Xi’an, China – Grand New World Hotel – Hua Shan, Floor 1
Date: 22 September 2015
Time: 10:30-12:10, Track O2: Affect and Psychophysiology
As of August 1st, 2015 the Immersive and Creative Technologies Lab is a member lab of the 3D Graphics Group.
The 3D Graphics Group is part of the Department of Computer Science and Software Engineering, Faculty of Engineering and Computer Science, Concordia University.