Grant: Discovery Grants Program - Individual
Saint Mary's University
$23,000.00
Towards Seamless Interaction and Navigation in Virtual Worlds using Multiple 3D Sensors
FY 2019-20
Summary
The key trends report from the Canada Media Fund (CMF) identifies Transmedia (Augmented and Virtual Reality (VR)) as “poised for wide consumer release”. While “VR is still 5 to 10 years from mainstream adoption, content businesses must prepare now if they hope to compete” [excerpts from the CMF report]. The proposed research comprises two relevant problems pertaining to transmedia applications, 3D content (virtual worlds) creation and human interaction with virtual objects for a fully immersive VR experience. ******Virtual worlds, i.e., polygonal meshes of cities at scale, are increasingly used in VR based applications, e.g., Google Earth VR. In 2018, an area of 50 sq. kms of Helsinki, Finland, was digitized by Umbra technologies targeting at AR, VR gaming int real city settings [www.forbes.com]. We position our research to support the ongoing efforts of the graphics and gaming industry to utilize digitized cities in transmedia applications. The current practices in large scale city digitization include acquiring raw measurements of the physical world using LiDAR sensors and abstracting coarse models from the LiDAR data. However, such coarse building models lack geometric details and hence realism, and do not represent a good choice for 3D navigation, virtual reality and video game creation. So, we investigate into a fully automatic computational framework that creates highly detailed and semantically rich urban models at large scale. The work is a follow up to my research in LiDAR based urban modeling which began in 2015.******A core enabler of interaction in VR spaces is real time full body tracking, e.g., a fully-immersive VR game brings human interaction to virtual objects in real time and such interactions call for robust and highly accurate full body tracking systems which are seamlessly deployable. We target highly robust and low-latency full-body motion capture in the presence of interfering geometry (e.g., joystick) using a multi camera system. A multi-camera 3D data acquisition system will be designed and set up, which would open up further avenues of research in futuristic applications such as virtual cloth fitting in online stores, and bio-mechanical studies in sports and fitness. We plan to collect annotated human motion data and make it publicly available for the geometric deep learning community.******The result of this research will be valuable to industry practitioners as well as the academic community in developing better practices and tools for virtual world creation and AR/VR applications. Helping the Canadian VR industry to become a key player in the global VR market will result in a positive impact on the local economy, with capital inflow and the associated requirement for high tech workers in the booming VR/AR industry. The proposed LiDAR based reconstruction framework is expected to play a key role in digitizing existing cities around the globe which may be used as 3D content for VR based games or tours and 3D maps for navigation.
Program
Discovery Grants Program - Individual
Recipient
Location
Nova Scotia, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data
As published
Application id
RGPIN-2019-05092
Name nom
Poovvancheri, Jiju
Department département
Mathematics and Computing Science
Organization id
85
Institution établissement
Saint Mary's University
Province en
Nova Scotia
Province fr
Nouvelle-Écosse
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2019
Competition year année de concours
2019
Award amount
23000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
9999
Area of application group en
Not available
Area of application group fr
Non disponible
Area of application en
Not available
Area of application fr
Non disponible
Research subject code
2707
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Graphics
Research subject fr
Infographie
Installment
NA
Partie
0
Nb partie
NA
Application title
Towards Seamless Interaction and Navigation in Virtual Worlds using Multiple 3D Sensors
Keyword
NSERC
Application summary
The key trends report from the Canada Media Fund (CMF) identifies Transmedia (Augmented and Virtual Reality (VR)) as “poised for wide consumer release”. While “VR is still 5 to 10 years from mainstream adoption, content businesses must prepare now if they hope to compete” [excerpts from the CMF report]. The proposed research comprises two relevant problems pertaining to transmedia applications, 3D content (virtual worlds) creation and human interaction with virtual objects for a fully immersive VR experience. ******Virtual worlds, i.e., polygonal meshes of cities at scale, are increasingly used in VR based applications, e.g., Google Earth VR. In 2018, an area of 50 sq. kms of Helsinki, Finland, was digitized by Umbra technologies targeting at AR, VR gaming int real city settings [www.forbes.com]. We position our research to support the ongoing efforts of the graphics and gaming industry to utilize digitized cities in transmedia applications. The current practices in large scale city digitization include acquiring raw measurements of the physical world using LiDAR sensors and abstracting coarse models from the LiDAR data. However, such coarse building models lack geometric details and hence realism, and do not represent a good choice for 3D navigation, virtual reality and video game creation. So, we investigate into a fully automatic computational framework that creates highly detailed and semantically rich urban models at large scale. The work is a follow up to my research in LiDAR based urban modeling which began in 2015.******A core enabler of interaction in VR spaces is real time full body tracking, e.g., a fully-immersive VR game brings human interaction to virtual objects in real time and such interactions call for robust and highly accurate full body tracking systems which are seamlessly deployable. We target highly robust and low-latency full-body motion capture in the presence of interfering geometry (e.g., joystick) using a multi camera system. A multi-camera 3D data acquisition system will be designed and set up, which would open up further avenues of research in futuristic applications such as virtual cloth fitting in online stores, and bio-mechanical studies in sports and fitness. We plan to collect annotated human motion data and make it publicly available for the geometric deep learning community.******The result of this research will be valuable to industry practitioners as well as the academic community in developing better practices and tools for virtual world creation and AR/VR applications. Helping the Canadian VR industry to become a key player in the global VR market will result in a positive impact on the local economy, with capital inflow and the associated requirement for high tech workers in the booming VR/AR industry. The proposed LiDAR based reconstruction framework is expected to play a key role in digitizing existing cities around the globe which may be used as 3D content for VR based games or tours and 3D maps for navigation.