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Mixed Reality Rendering with OpenRT

The application of an OpenRT based interactive ray tracing system for live Mixed Reality is suggesting since the realism of the composited images from real and synthetic worlds can be increased by a lot of well known ray tracing based algorithms (e.g. Global Illumination). Since OpenRT systems run distributed on a number of hosts to achieve a high overall rendering performance the integration of the live real world data is complicated though.

(for a system overview see ISMAR 2004 paper and poster)


Live Streaming Video Textures for OpenRT

An extension (plugin) to the OpenRT system allows to use multiple synchronized live video streams in the shading process as 'live streaming video texture' primitives. Multicast networking allows scalability in the number of rendering hosts.

Left image:
Room lit by TV screen with live video texture (direct light and dynamic ambient term). Note the soft shadows on the floor created by multiple virtual light sources on the TV screen.

Right image:
Green transparent bottle held in front of the camera.

Video (divx, 16.6 Mb)

(for details see VMV 2003 paper)

Video Billboards

2D billboards with streaming video textures allow for live actor integration in virtual scenes.

Left image:
Two actors with separate billboards/video streams. Note the lighting effects and the reflections.

Right images:
Without and with lighting effects/reflections. Refraction and curved surface reflections on a glass sphere.

Video (divx, 16.6 Mb)

(for details see VMV 2003 paper)

AR View Compositing and Image Based Lighting

An extension for live streaming of a background video image allows for 'in-shader' compositing, e.g. for differential rendering methods.

Left image:
Input background video image. Note the 'HDR Video Lightprobe' camera (PAL 25i camera (JAI), 180 degree fisheye lens, serial remote control to cycle exposure times, yields about 1fps HDR) standing on the floor. The insert image shows the captured 180 degree lightprobe.

Right image:
Background with 'in-shader' composited virtual car lit by the captured light. Note the shadow on the real floor (differential rendering shader on 'shadow catcher' floor polygon).

Video (divx, 16.6 Mb)

(for details see VMV 2003 paper)

Live In-Shader 3D Visual Hull Reconstruction

Multiple video views taken by calibrated cameras combined with streaming video textures allows for 'in-shader' 3D visual hull reconstruction of actors. Compared to 2D billboards a better (3D) compositing (occlusion, no shadow distortion, reflections, ...) are achieved.

(for details see GI Workshop AR/VR 2004 paper)

Mixed Reality Studio Lab (opened in fall 2001)

Design and setup of a new mixed reality studio lab in a seldom used area in the entrance hall of the CS department at Saarland University (building 45): The entrance hall provided enough room height (3.5m) for hanging studio lights. The studio is also used for OpenRT demos.

Left image:
A new constructed wall splits the studio from the entrance hall.

Bottom left image:
Projection screen for demos.

Bottom right image:
Stage area. Black and chromakey green backdrops are available. A ceiling grid allows to hand lights and cameras. Two storerooms behind the backdrop provide space for the PC cluster and the light dimmer packs.


Andreas Pomi
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