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Visorama

1998, ACM SIGGRAPH 98 Conference abstracts and applications on - SIGGRAPH '98

Visorama: A Complete Virtual Panorama System Andre Matos, Luiz Velho, Jonas Gomes, Andre Parente, Heloisa Siffert Rua Duque Estrada 31 Apt. 606 Gavea Rio de Janeiro, RJ CEP 22451-090 Brazil [email protected] Session: Reality ++ Introduction The Visorama Software Among the first image-based rendering systems were the virtual panorama systems. In a panorama, the user can look freely around a point in the virtual environment but cannot move continuously. Several such currently available systems differ in a number of ways, but they all have a few common limitations. Some do not provide a natural and immersive interaction with the panorama-based virtual environment. We present the Visorama System, which uses new software and hardware components to enable an immersive interaction with panoramas. In addition, it has a set of authoring tools that allow creation of panoramas and specification of the environment's multimedia structure. This is the first complete system that provides all these components. Image-generation software for immersive devices has requirements that are not satisfied by the existing virtual panorama systems. In particular, it must guarantee that there will never be any flickering or any latency between user actions and their visual feedback, which would result in a loss of immersibility. To satisfy this requirement, we developed a virtual panorama viewing engine that is compatible with OpenGL and uses hardware-implemented texture mapping to warp the panoramic image for visualization. As the amount of texture memory is usually not sufficient for a scene represented by panoramas with multiple levels of detail (we use a FireGL 4000 card with 16MB of texture memory), we designed an algorithm to limit the amount of data loaded into this memory per frame, avoiding latency. The image is broken into small tiles (e.g., 64x64), and the algorithm maintains an ordering of the estimated probability for each tile's visualization. The ones with higher probability are loaded into texture memory, one per frame, so that when tiles are needed for visualization they are already loaded. Immersive Panoramas Most existing systems fail to provide an immersive interaction with panoramas because the viewing direction is not correlated to the user's head motion, but is manipulated using the mouse. Several devices have been developed that could be used to solve these problems, such as head-mounted displays or the BOOM.1 These devices, however, are not appropriate for panorama-based environments because they provide more degrees of freedom than the panorama system. As a result, there might be a loss of synchronization between the user's visual and physical senses, which will lead to loss of immersibility and possibly to motion sickness. To avoid these problems, a visualization device to be used with panoramas must only have two degrees of freedom, for changing the viewing direction, which match those in the panorama system. This type of limited interaction has several advantages: the navigation paths can be easily specified during authoring, 2D multimedia data can be realistically integrated into the environment, and no 3D information is needed for collision detection, which is important in image-based environments. This is a typical case where "less is more." Limiting the user's navigation freedom makes it easier to create environments with more complex behaviors. Authoring and Applications In addition to the visualization components, we are also developing a new set of authoring tools specifically for panorama-based virtual environments that allow the multimedia structure of the virtual environment to be specified using an event-based authoring language. Events are generated as the user navigates through the environment, rotating and zooming with the virtual camera. These operations determine which areas of the panorama are visualized and at which level of detail. This way, events can be specified so that the next multimedia data to be presented depend on the user's manifested interests. Applications like narrated virtual guided tours of urban landmarks (Fig. 2) can gain a lot from these capabilities, since the system can progressively provide more detailed information as the user naturally shows more interest in certain areas. Other applications of the Visorama System include interactive story telling in theme parks, virtual visits to real estate sites, and history education, among others. The Visorama Hardware Device As part of the Visorama System, we developed a hardware device that solves the problems mentioned above. Figure 1a illustrates an artistic rendering of the Visorama observation device, and Figure 1b shows the first prototype. The device uses a binocular display by N-Vision Inc. to show the image generated by the panorama system. This display is attached to a support base that can rotate around vertical and horizontal axes, which have high-resolution sensors (5,000 positions) that together capture the current viewing orientation. In addition, three buttons allow the control of zoom angle and generation of discrete events. The sensors and buttons are sampled at 60 H Z, and their values are sent to the multimedia platform, where the output image is generated by the system's software. This form of direct manipulation of the viewing parameters provides a natural interface for virtual panoramas, as can be seen in Figure 2. More information is available on the Visorama Project Web page 2. References 1 Binocular Omni-Orientation Monitor (BOOM). www.fakespace.com/ product.html 2 The Visorama Project. www.visgraf.impa.br/ visorama/ s98 Figure 2 The Visorama prototype Figure1 The Visorama observation device. An artistic rendering (a). A photograph of the first prototype (b). 252 Sketches Conference Abstracts and Applications technical installed in a tourist site. The user is looking at a panorama of the surrounding area.