The influence of different audio representations on linear visually induced self-motion

The influence of different audio representations on linear visually induced self-motion

We investigate the influence of four different audio representations on visually induced self-motion (vection). Our study followed the hypothesis, that the feeling of visually induced vection can be increased by audio sources while lowering negative feelings such as visually induced motion sickness.

Localization Service Using Sparse Visual Information Based on Recent Augmented Reality Platforms

Localization Service Using Sparse Visual Information Based on Recent Augmented Reality Platforms

The ability to localize a device or user precisely within a known space, would allow many use cases on the context of location-based augmented reality. We propose a localization service based on sparse visual information using ARCore, a state-of-the-art augmented reality platform for mobile devices.

Acquisition and Validation of Spectral Ground Truth Data for Predictive Rendering of Rough Surfaces

Acquisition and Validation of Spectral Ground Truth Data for Predictive Rendering of Rough Surfaces

In this work, we acquired a set of precisely and spectrally resolved ground truth data. It consists of the precise description of a new developed reference scene including isotropic BRDFs of 24 color patches, as well as the reference measurements of all patches under 13 different angles inside the reference scene.

Real-time tone mapping – An evaluation of color-accurate methods for luminance compression

Recent advances in real-time rendering enable virtual production pipelines in a broad range of industries. These pipelines are based on a fast, latency-free handling in addition to the accurate appearance of results. This requires the use of high dynamic range rendering for photo-realistic results and a tone mapping operator for a matched display.

Vergleich zweier Trackingmethoden im Kontext einer Akrophobiesimulation

Vergleich zweier Trackingmethoden im Kontext einer Akrophobiesimulation

In dieser Arbeit wurde ein Virtual Reality System entwickelt, welches dem Nutzer Höhe simuliert und mit dem er überprüfen kann, ob er zu Höhenangst neigt. Dazu werden Bewegungsdaten mittels optischem Motion Capture aufgenommen und dem Nutzer über ein Head-Mounted Display in Echtzeit auf einem Avatar in der virtuellen Welt sichtbar gemacht.