ACM SIGGRAPH 2019 Art Gallery 2019
DOI: 10.1145/3306211.3320138
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Cited by 3 publications
(5 citation statements)
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“…The most basic means of alignment is to perform a one-point alignment, a one-shot transformation from the device's current posi-tion+orientation in reality to a specified position+orientation in the virtual coordinate space which has a congruent, equivalent position+orientation in reality. This approach has typically been seen in projects such as CAVE and CAVRN [20,23], where each audience seat in reality has an equivalent position noted in virtuality, such that the MR device can be aligned with said point, giving the audience member the equivalent view in MR as in reality, and such a transformation can be generated trivially: This alignment approach is simple but effective -you need only define a point in virtuality ('target'), and an equivalent point in reality that your device can track; e.g., aligning a headset or controller with this point, or tracking a fiducial marker/QR code/spatial anchor at this point, so that we have a position and orientation in the virtual coordinate space that we can align with the known position/orientation of the 'target' in reality. Multiple devices can be aligned in this way, meaning that, regardless of differences in their individual coordinate spaces, the eventual position of the devices will be aligned, allowing for co-located MR.…”
Section: Aligning To a Single Known Pointmentioning
confidence: 99%
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“…The most basic means of alignment is to perform a one-point alignment, a one-shot transformation from the device's current posi-tion+orientation in reality to a specified position+orientation in the virtual coordinate space which has a congruent, equivalent position+orientation in reality. This approach has typically been seen in projects such as CAVE and CAVRN [20,23], where each audience seat in reality has an equivalent position noted in virtuality, such that the MR device can be aligned with said point, giving the audience member the equivalent view in MR as in reality, and such a transformation can be generated trivially: This alignment approach is simple but effective -you need only define a point in virtuality ('target'), and an equivalent point in reality that your device can track; e.g., aligning a headset or controller with this point, or tracking a fiducial marker/QR code/spatial anchor at this point, so that we have a position and orientation in the virtual coordinate space that we can align with the known position/orientation of the 'target' in reality. Multiple devices can be aligned in this way, meaning that, regardless of differences in their individual coordinate spaces, the eventual position of the devices will be aligned, allowing for co-located MR.…”
Section: Aligning To a Single Known Pointmentioning
confidence: 99%
“…The most basic co-located application of this approach is in the creation of seated audience experiences -alignment with reality is achieved merely by ensuring that audience seat locations in MR mirror their physical arrangement and positions precisely in reality. In exemplar scene (1 Audiences.unity), we provide a basic mock-up of audience seating for an immersive co-located VR experience such as CAVE [23]. We have created 6 GameObjects denoting 6 alignment points, one for each seat (see Figure 3), each with attached OnePointAlignment components.…”
Section: Aligning To a Single Known Pointmentioning
confidence: 99%
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