This laboratory demo is a showcase for the research results published in our ISMAR 2010 paper 3, where we describe a method to simulate the mutual shading effects between virtual and real objects in ...Mixed Reality applications. The aim is to provide a plausible illusion so that virtual objects seem to be really there. It combines Instant Radiosity 2 with Differential Rendering 1 to a method suitable for MR applications. The demo consists of two scenarios, a simple one to focus on mutual shading effects and an MR game based on LEGO®.
We compute the photon production rate of a quark-gluon plasma (QGP) at finite quark chemical potential μ using the Braaten-Pisarski method, thus continuing the work of Kapusta, Lichard, and Seibert ...who did the calculation for
μ = 0.
In Augmented Reality applications it is important to have a good description of the surfaces of real objects if a consistent shading between real and virtual object is required. If such a description ...of a surface is not available it has to be estimated or approximated. In this paper several methods are presented that deal with the bi-directional reflectance distribution function (BRDF) approximation in Augmented Reality. Of course an important thing to discuss is whether the applications we present work in real-time and compute real looking results. Different methods can be used to achieve these goals. All of the methods presented work via image based lighting. Some require a 3D polygonal mesh representation of the object, for which the BRDF shall be approximated. Some methods estimate the BRDF parameters via error values and provide results at each iteration.
In this paper we present a novel plausible realistic rendering method for mixed reality systems, which is useful for many real life application scenarios, like architecture, product visualization or ...edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates (20-30fps). The most important such effects are indirect illumination and shadows cast between real and virtual objects. Our approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. We describe a new method to assign virtual point lights to multiple primary light sources, which can be real or virtual. We use imperfect shadow maps for calculating illumination from virtual point lights and have significantly improved their accuracy by taking the surface normal of a shadow caster into account. Temporal coherence is exploited to reduce flickering artifacts. Our results show that the presented method highly improves the illusion in mixed reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.
In contrast to the damping of partons in a quark-gluon plasma, the damping of a scalar particle in a hot scalar QED plasma can be calculated to leading order for the whole momentum range using the ...Braaten-Pisarski method. In this way the evolution of the logarithmic infrared singularity caused by the exchange of a transverse photon from soft to hard momenta can be studied.