Abstract

For mixed reality applications, where reality and virtual reality are spatially merged and aligned in interactive real-time, we propose a pure voxel representation as a rendering and interaction method of choice. We show that voxels\textemdash gap-less volumetric pixels in a regular grid in space\textemdash allow for an actual user experience of a mixed reality environment, for a seamless blending of virtual and real, and for a sense of presence and co-presence in such an environment. If everything is based on voxels, even if coarse, visual coherence is achieved inherently. We argue the case for voxels by (1) conceptually defining and illustrating voxel-based mixed reality, (2) describing the computational feasibility, (3) presenting a fully functioning, low resolution prototype, (4) empirically exploring the user experience, and finally (5) discussing current work and future directions for voxel-based mixed reality. This work is not the first that utilises voxels for mixed reality, but is the first that has an holistic view on voxel-based mixed realities as an effective way of experiencing and interacting with mixed reality environments.

Highlights

  • Imagine a mixed reality experience composed of voxels, and voxels only

  • We will look into the related work around voxel representations; show that voxels are mathematically and computationally efficient in the context of Mixed Reality (MR) applications; explain why voxels can be very effective for voxel-based MR; present our working prototype solution for a voxel-based MR system called Mixed Voxel Reality (MVR); use the MVR system to explore presence and co-presence of low resolution mixed reality scenes (Figure 1); and discuss ramifications, application scenarios, and areas of current and future work

  • Our application examples illustrate the current potential of voxelbased MR, i.e., what can be achieved with low-fidelity, earlystage voxel-based technology

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Summary

INTRODUCTION

Imagine a mixed reality experience composed of voxels, and voxels only. The surrounding environment, the objects, and the people in such an environment are composed of voxels, regardless of whether they are real or virtual. Our research and development is targeting application scenarios in the areas of telepresence and collaboration, entertainment, education and training, and evaluating users’ behavior in Mixed Reality environments To serve those and other scenarios we have to be able to capture, voxelize, store, process, transmit, and display users and objects from multiple viewpoints and in interactive real-time. One or more capturing devices (e.g., depth cameras) are used to reconstruct the real environment or individual objects, and captured surface elements (points, meshes) are converted into voxels while maintaining the captured colors at the respective positions This process is performed from exocentric viewpoints, i.e., independent of the current viewing position and orientation of the viewer. We will look into the related work around voxel representations; show that voxels are mathematically and computationally efficient in the context of MR applications; explain why voxels can be very effective for voxel-based MR; present our working prototype solution for a voxel-based MR system called Mixed Voxel Reality (MVR); use the MVR system to explore presence and co-presence of low resolution mixed reality scenes (Figure 1); and discuss ramifications, application scenarios, and areas of current and future work

RELATED WORK
Voxel-Based Representations
Non-photorealistic Mixed Reality
Voxel-Based Mixed Reality
CHARACTERISTICS OF A VOXEL-BASED MR SYSTEM
Scalability of Resolution
Visual Coherence
THE MIXED VOXEL REALITY SYSTEM
Capture
Recording and Playback
Networking
CAD Voxelization
Integration and Rendering
USER STUDY
Participants and Procedure
Conditions and Scenes
CURRENT APPLICATIONS
Human Behavior Study
Telepresence
Voxelvideos
FUTURE WORK AND CONCLUSION
ETHICS STATEMENT
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