Abstract

This paper is dedicated to virtual world exploration techniques, which have to help a human being to understand a 3D scene. A new method to compute a global view of a scene is presented in the paper. The global view of a scene is determined by a “good” set off points of view. This method is based on a genetic algorithm. The “good” set of points of view is used to compute a camera path around the scene.

Highlights

  • In the recent years, the concept of virtual world has evolved and become more and more important

  • We propose a new method which employs genetic algorithms in order to evolve a given set of viewpoints into another that offers a better view of the scene

  • The paper is organized in the following manner: in Section 2 we review related works, Section 3 details the definition of the quality of a set of viewpoints, Section 4 takes a closer look at how genetic algorithms are used in our implementation, Section 5 presents some of the results we achieved, and in Section 6 a conclusion is given with a brief description of future works

Read more

Summary

Introduction

The concept of virtual world has evolved and become more and more important. The purpose of a virtual world exploration in computer graphics is to permit a human being, a user, to acquire enough information in order to better understand the environment he or she is faced with This is done by guiding a virtual camera using an automatically computed path, depending on the nature of the world. The trajectory of the virtual camera is usually obtained using a set of “good” points of view that are either predetermined or calculated during the actual movement This is directly connected to the notion of viewpoint quality, which plays an important role in path computation and in scene understanding. 2) Offline exploration, where the camera path is pre-computed in a preliminary step This means that the virtual world is found and analysed by the program guiding the camera, in order to determine interesting points of view and the paths linking these points. The paper is organized in the following manner: in Section 2 we review related works, Section 3 details the definition of the quality of a set of viewpoints, Section 4 takes a closer look at how genetic algorithms are used in our implementation, Section 5 presents some of the results we achieved, and in Section 6 a conclusion is given with a brief description of future works

Static Explorations
Dynamic Exploration
Definition
Viewpoint Visibility Computation
General Guidelines
Selection of a Breeding Population
Crossover and Mutation
Virtual Camera Path
Results
Conclusion and Future Work

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.