This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs.
No abstract
Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.
No abstract
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