Research Output
Intermediated reality
  Real-time solutions to reducing the gap between virtual and physical worlds for photorealistic interactive Augmented Reality (AR) are presented. First, a method of texture deformation with image inpainting, provides a proof of concept to convincingly re-animate fixed physical objects through digital displays with seamless visual appearance. This, in combination with novel methods for image-based retargeting of real shadows to deformed virtual poses and environment illumination estimation using in conspicuous flat Fresnel lenses, brings real-world props to life in compelling, practical ways.
Live AR animation capability provides the key basis for interactive facial performance capture driven deformation of real-world physical facial props. Therefore, Intermediated Reality (IR) is enabled; a tele-present AR framework that drives mediated communication and collaboration for multiple users through the remote possession of toys brought to life.
This IR framework provides the foundation of prototype applications in physical avatar chat communication, stop-motion animation movie production, and immersive video games. Specifically, a new approach to reduce the number of physical configurations needed for a stop-motion animation movie by generating the in-between frames digitally in AR is demonstrated. AR-generated frames preserve its natural appearance and achieve smooth transitions between real-world keyframes and digitally generated in-betweens. Finally, the methods integrate across the entire Reality-Virtuality Continuum to target new game experiences called Multi-Reality games. This gaming experience makes an evolutionary step toward the convergence of real and virtual game characters for visceral digital experiences.

  • Type:

    Thesis

  • Date:

    01 July 2020

  • Publication Status:

    Unpublished

  • DOI:

    10.17869/enu.2020.2686037

  • Funders:

    European Commission

Citation

Casas Cambra, L. Intermediated reality. (Thesis). Edinburgh Napier University. Retrieved from http://researchrepository.napier.ac.uk/Output/2686037

Authors

Keywords

augmented reality; animation; stop-motion; video games; communication

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