TY - GEN
T1 - BridgedReality
T2 - SIGGRAPH Asia 2021 Posters - Computer Graphics and Interactive Techniques Conference - Asia, SA 2021
AU - Armstrong, Mark
AU - Quest, Lawrence
AU - Pai, Yun Suen
AU - Kunze, Kai
AU - Minamizawa, Kouta
N1 - Publisher Copyright:
© 2021 Owner/Author.
PY - 2021/12/14
Y1 - 2021/12/14
N2 - The recent emergence of point cloud streaming technologies has spawned new ways to digitally perceive and manipulate live data of users and spaces. The graphical rendering limitations prevent state-of-the-art interaction techniques from achieving segmented bare-body user input to manipulate live point cloud data. We propose BridgedReality, a toolkit that enables users to produce localized virtual effects in live scenes, without the need for an HMD nor any wearable devices or virtual controllers. Our method uses body tracking and an illusory rendering technique to achieve large scale, depth-based, real time interaction with multiple light field projection display interfaces. This toolkit circumvented time-consuming 3D object classification, and packaged multiple proximity effects in a format understandable by middle schoolers. Our work can offer a foundation for multidirectional holographic interfaces, GPU simulated interactions, teleconferencing and gaming activities, as well as live cinematic quality exhibitions.
AB - The recent emergence of point cloud streaming technologies has spawned new ways to digitally perceive and manipulate live data of users and spaces. The graphical rendering limitations prevent state-of-the-art interaction techniques from achieving segmented bare-body user input to manipulate live point cloud data. We propose BridgedReality, a toolkit that enables users to produce localized virtual effects in live scenes, without the need for an HMD nor any wearable devices or virtual controllers. Our method uses body tracking and an illusory rendering technique to achieve large scale, depth-based, real time interaction with multiple light field projection display interfaces. This toolkit circumvented time-consuming 3D object classification, and packaged multiple proximity effects in a format understandable by middle schoolers. Our work can offer a foundation for multidirectional holographic interfaces, GPU simulated interactions, teleconferencing and gaming activities, as well as live cinematic quality exhibitions.
UR - http://www.scopus.com/inward/record.url?scp=85123774076&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85123774076&partnerID=8YFLogxK
U2 - 10.1145/3476124.3488656
DO - 10.1145/3476124.3488656
M3 - Conference contribution
AN - SCOPUS:85123774076
T3 - Proceedings - SIGGRAPH Asia 2021 Posters, SA 2021
BT - Proceedings - SIGGRAPH Asia 2021 Posters, SA 2021
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
Y2 - 14 December 2021 through 17 December 2021
ER -