在設計3D應用程式時,有必要在成本(如金錢、時間)和可實作的虛拟環境的真實性之間找到一個折中點。重複使用現有的資産會影響到應用程式的獨特性,而建立高品質的3D資産則非常耗時和昂貴。我們的目标是建立一個低成本、高品質和最少時間努力的解決方案來建立虛拟環境。本文的主要貢獻是通過利用增強的球形圖像來建立一個虛拟會議應用的新穎方式,以實作照片上的逼真的虛拟環境。
需要在其他國家舉行的會議往往是一種耗時的開銷,而且成本高昂。大量的錢花在了旅行費用上,同時還因為讓員工從地球的一端飛到另一端而減少了他們的工作時間。在今天的世界上,每個人都通過網際網路連接配接,并且可以非常迅速地互相溝通,這種會議應該很少有必要。現實中的情況往往不是這樣的。早在2008年,IBM公司就意識到了虛拟會議的潛力,根據Kantonen等人[9]的說法,通過舉行一個有200多名參與者的最大的虛拟會議,節省了大約32萬美元。Andres等人[1]得出的結論是,就生産力而言,實際的面對面的會議比視訊會議(如Skype)要好得多。在進行電話或視訊通話時失去了社會存在感是他們結論中的一個重要觀點。
原文标題:Towards Collaborative Photorealistic VR Meeting Rooms
原文:
When designing 3D applications it is necessary to find a compromise between cost (e.g. money, time) and achievable realism of the virtual environment. Reusing existing assets has an impact on the uniqueness of the application and creating high quality 3D assets is very time consuming and expensive. We aim for a low cost, high quality and minimal time effort solution to create virtual environments. This paper’s main contribution is a novel way of creating a virtual meeting application by utilizing augmented spherical images for photo realistic virtual environments.
Meetings that require physical presence in other countries are often a time consuming overhead in addition to be costly. A great deal of money is spent on travel expenses while also reducing the working hours of employees by having them fly several hours from one end of the earth to the other. In today’s world, where everyone is connected via the internet and where it is possible to communicate very quickly with each other, such meetings should rarely be necessary. This is often not the case in reality. Back in 2008, IBM realized the potential of virtual conferences and saved approx. 320,000 $ by having one of the biggest virtual conferences with over 200 participants according to Kantonen et al. [9]. Andres et al. [1] came to the conclusion that a physical face-to-face meeting is a far superior approach than having a video conference (e.g. Skype) in terms of productivity. The loss of social presence while having a phone or video call is an important point of their conclusion.
Towards Collaborative Photorealistic VR Meeting Rooms.pdf