This document discusses tele-immersion technology, which allows users in different locations to interact in a simulated holographic environment. It provides a history of the concept dating back to 1965, and describes how tele-immersion works using camera clusters to capture 3D environments, reconstruct 3D models, compress the data, transmit it over networks, and allow remote users to interact in the virtual space in real-time. Basic requirements like high-performance displays, computers, tracking sensors and networks are needed to support the technology. Potential applications include remote collaboration and future developments may enable touch interactions through haptic sensors.
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
Tele-immersion is a technology that will be implemented with internet. it will enable users in different geographic locations to come together and interact in a simulated holographic environment.
Users will feel as if they are actually looking, talking and meeting with each other face to face in the same place, even though they may be miles apart physically.
Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
Tele-immersion is a technology that will be implemented with internet. it will enable users in different geographic locations to come together and interact in a simulated holographic environment.
Users will feel as if they are actually looking, talking and meeting with each other face to face in the same place, even though they may be miles apart physically.
Haptics is a Technology of adding the sensation of touch and feeling to the Computers.Haptic Technology or Haptics is a tactile feedback technology which takes the advantage of the sense of touch by applying force.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Haptic technology,or haptics,is a tactile feedback technology which takes advantage of the sense of touch by applying forces, vibrations, or motions to the user.The word haptic, from the Greek word haptikos, means pertaining to the sense of touch and comes from the Greek verb haptesthai, meaning to contact or to touch.
Haptics are enabled by actuators that apply forces to the skin for touch feedback, and controllers. The actuator provides mechanical motion in response to an electrical stimulus.
Haptics is a Technology of adding the sensation of touch and feeling to the Computers.Haptic Technology or Haptics is a tactile feedback technology which takes the advantage of the sense of touch by applying force.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Haptic technology,or haptics,is a tactile feedback technology which takes advantage of the sense of touch by applying forces, vibrations, or motions to the user.The word haptic, from the Greek word haptikos, means pertaining to the sense of touch and comes from the Greek verb haptesthai, meaning to contact or to touch.
Haptics are enabled by actuators that apply forces to the skin for touch feedback, and controllers. The actuator provides mechanical motion in response to an electrical stimulus.
Computer Graphics is an advance field in information technology and all about manipulation and rendering of images. This presentation covers all the main concepts in computer graphics including graphics algorithms.
Wavelet-Based Warping Technique for Mobile Devicescsandit
The role of digital images is increasing rapidly in
mobile devices. They are used in many
applications including virtual tours, virtual reali
ty, e-commerce etc. Such applications
synthesize realistic looking novel views of the ref
erence images on mobile devices using the
techniques like image-based rendering (IBR). Howeve
r, with this increasing role of digital
images comes the serious issue of processing large
images which requires considerable time.
Hence, methods to compress these large images are v
ery important. Wavelets are excellent data
compression tools that can be used with IBR algorit
hms to generate the novel views of
compressed image data. This paper proposes a framew
ork that uses wavelet-based warping
technique to render novel views of compressed image
s on mobile/ handheld devices. The
experiments are performed using Android Development
Tools (ADT) which shows the proposed
framework gives better results for large images in
terms of rendering time.
WEBINAR ON FUNDAMENTALS OF DIGITAL IMAGE PROCESSING DURING COVID LOCK DOWN by by K.Vijay Anand , Associate Professor, Department of Electronics and Instrumentation Engineering , R.M.K Engineering College, Tamil Nadu , India
In computer science, digital image processing is the use of computer algorithms to perform image processing on digital images. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing.It allows a much wider range of algorithms to be applied to the input data and can avoid problems such as the build-up of noise and signal ...
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Tele immersion is a new arrising technology enables users to communicate with each other which are located remotely as they are together in same room or place...
This ppt includes all the basic aspect of tele immersion...
Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
In this month's edition, along with this month's industry news to celebrate the 13 years since the group was created we have articles including
A case study of the used of Advanced Process Control at the Wastewater Treatment works at Lleida in Spain
A look back on an article on smart wastewater networks in order to see how the industry has measured up in the interim around the adoption of Digital Transformation in the Water Industry.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
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CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
2. FLOW OF PRESENTATION
Introduction
History
Tele-Immersion v/s Tele-Conference and Virtual Reality
Working
Basic Requirements
Applications
Future Applications
Problems
Bibliography
3. INTRODUCTION
• Will be implemented with Internet2.
• Enable users in different geographic locations to interact in a
simulated holographic environment.
• Combines the display and interaction techniques of virtual reality
with latest vision technologies
• Involves the ultimate synthesis of media technologies:
3D environment scanning
Projective and display technologies
Tracking technologies
Audio technologies
Powerful networking
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4. HISTORY
• In 1965, Ivan Sutherland, proposed the ‘ultimate display’
• Allowing the user to experience a completely computer rendered
environment.
• In 1998, Abilene, a backbone research project, was launched and now
serves as a base for Internet2 research
• Internet2 needed tele-immersion to stretch its networks’ capabilities.
• So, the national tele-immersion initiative was formed in May 2000.
• Researchers at the Universities of North Carolina (UNC), the
Universities of Pennsylvania and advanced network and services
reached a milestone in developing this technology.
• In 2000, the first experiment was conducted.
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5. Tele-immersion v/s Tele-
Conference
In tele-immersion
• Differs in user’s view as
• Remote environment changes dynamically as he moves his head.
• Eye contact is maintained
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6. Tele-immersion v/s Virtual Reality
• Virtual reality allows you to move in a computer-generated 3-D
environment.
• Tele immersion can only create a 3-D environment that you can see
but not interact with.
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8. 2D to 3D…
Image Acquisition
3D Reconstruction
3D Video Transmission
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9. IMAGE ACQUISITION
• Each camera generates an image from its point of view many times
in a second
Depth map Texture map
• Uses cluster of cameras each of this having 4 cameras (three b/w &
one colour).
• Have own dedicated high-end computer to perform the image
rectification, pixel correlation, and triangulation to recover depth
values from the sets of images produced.
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10. - camera cluster
• Each set of the images taken at a given instant is sorted into subsets
of overlapping trios of images.
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11. • From each trio of images, a “disparity map” is calculated,
reflecting the degree of variation among the images at all points in
the Disparity map visual field.
• The disparities are then analyzed to yield depths that would
account for the differences between what each camera sees.
• Depth maps are combined into a single viewpoint independent of
the scene at a given moment.
(a)one of the original video frames, (b) corresponding depth map,
(b)(c) shaded view of the 3D reconstruction, (d) view of the textured 3D
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model.
12. 3D CONSTRUCTION
• The algorithm used for 3D image construction is Trinocular Stereo
Algorithm.
• Here, first the background is subtracted
• The foreground where people are moving and doing their work is
kept as it is.
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13. • A sequence of N (2 or more) background images Bi are acquired in
advance of each session.
• From this set we compute a pixel-wise average background image
B = 1/N Σi Bi
• We then compute the average pixel-wise difference between B and Bi ,
D = 1/N Σi (B - Bi).
• During a tele-immersion session each primary image I is subtracted
from the static mean background ID = B - I, a binary image is formed
via the comparison IB = ID > T × D
• where T is a configurable threshold (generally T = 7).
Background image, foreground image and subtracted result
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14. • The reconstruction algorithm begins by grabbing images from 3
strongly calibrated cameras.
• The system rectifies the images so that their epipolar lines lie along the
same horizontal image rows to simply matches.
• For each pixel (u,v) in the left image, MNCC produces a correlation
profile c(u,v,d) where disparity d ranges over acceptable integer values.
• Selected matches are maxima in this profile, which satisfy various
‘peak’ characteristics.
• The trifocal constraint refines or verify correspondences
• improve the quality of stereo range data
• .gives s hypothesized match [u,v,d] in a pair of images
• A hypothesis is correct if the epipolar lines for the original point [u,v]
and the hypothesized match [u,d,v], intersect in the third camera
image.
• Can be exploited by arranging the camera triple in a right angle (or L-shape),
• allowing matching along the rows and columns of the reference image.
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15. Treat the camera triple (L,C,R) as two independent stereo pairs (L ,CL)
and (CR ,R).
Use foreground segmentation to consider only one half to one third of
the pixels in the reference image CR. This makes it feasible to
calculate the entire correlation profile for each pixel one at a time.
To calculate the sum of correlation scores precompute a lookup table
of the location (uCL ,vCL) in CL corresponding the current pixel in CR
(based on the right-left rectification relationship).
Also compute a linear approximation for the disparity dL = M(uCR
,vCR) × dR+b(uCR ,vCR) at [uCL ,vCL] which arises from the same depth
point as [uCR ,vCR ,dR].
Calculate the correlation score corrR(uCR ,vCR ,dR) and look up the
corresponding [uCL ,vCL] and compute dL.
Then calculate the correlation score corrL(uCL ,vCL ,dL). Select the
disparity dR which optimizes corrT = corrL(uCL ,vCL ,dL) + corrR(uCR
,vCR, dR).
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16. The method can be summarized as follows:
Pixel-wise Trinocular Stereo
Step 1: Pre-compute lookup table for CL locations
corresponding to CR locations, and dL approximation
lookup tables M and b.
Step 2: Acquire image triple (L,C,R).
Step 3: Rectify (L ,CL) and (CR ,R) independently
Step 4: Calculate foreground mask for CR and R
Step 5: For every foreground pixel CRmask(u,v)
Step I: For every disparity dR € Dr
If Rmask(u + dR ,v) € foreground
Step i: compute corrR(uCR ,vCR ,dR)
Step ii: lookup [uCL ,vCL]
Step iii: compute dL = M(uCR ,vCR) ×
dR + b(uCR ,vCR)
Step iv: compute corrL(uCL ,vCL ,dL )
Step v: corrT = corrL + corrR
Step vi: If corrT is a peak
Step 1: Fit parabola to find sub-pixel
correlation peak and disparity
adjustment dadj
Step 2: Update corrbest = corrT ,
dbest = dR + dadj
Step 6: Goto 2 14/32
17. 3D VIDEO TRANSMISSION
• Compress the 3D images constructed
• Reasons to compress: save storage space, conserve bandwidth, and
speed up application software.
• The algorithm used is Modern Driven Compression Algorithm.
• It is a lossy compression algorithm.
• Lossy compression algorithms remove small details that require a
large amount of data to store at full fidelity.
• In lossy compression, impossible to restore the original file due to
the removal of essential data.
• This scheme uses motion JPEG for color compression and the run
length coding plus Huffman coding for depth compression.
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18. Color Compression
Motion JPEG uses JPEG still image compression on each frame
separately.
Depth Compression
•The depth information of an entire frame compressed using Run
Length Encoding (RLE) followed by Huffman coding.
•RLE is used to avoid spatial redundancy in transmitted image of an
object against a blank background.
•Huffman coding is used because the result of RLE is a set of symbols
that have varying frequencies.
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19. Schematic diagram of the compression algorithm
17/32
Schematic diagram of the decompression algorithm
20. • After the compression is done, the images are ready to be
transmitted to the receiver.
• Following the flow of information tele-immersion depends on
intense data processing at each end of a connection, mediated
by high performance network.
• From the sender:
Parallel processors accept visual inputs from the cameras and
reinterpret the scene as a 3-Dimensional computer model.
• To the receiver:
Specific rendering of remote people and places are synthesized
from the model as it is received to match the point of view of
each eye of a user. The whole process repeats many times a
second to keep up with the user head motion.
18/32
23. BASIC REQUIREMENTS
• Display technologies: stereo immersive displays would have to
present a clear view of the scenes being transmitted.
• Haptic sensors: would allow to touch projections as if they were
real.
• Desktop supercomputers: would perform the trillions of
calculations needed to create a holographic environment. A network
of computers that share power could also possibly support these
environments.
• Ceiling headtracker: used to measure the head position
• 3D stereo glasses: would allow the user to view the remote stereo
displayed 3D scene.
21/32
24. • Tele-cubicle :
1. A tele-cubicle is an office that appear to be one quadrant in a larger
shared virtual space.
2. It consists of a stereo immersive desk surface and two stereo-immersive
wall surfaces.
3. These three display surfaces join to form a virtual conference table
in the centre.
4. Allowing the realistic inclusion of tele-immersion into the work
environment taking up the usual amount of desk space.
5. The main idea behind this work came directly from the Tele-
Immersion meeting on July 21 ,1997 at the Advanced Network
Office.
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27. Haptic sensors: Miniaturized force/torque sensors
• Haptic means that relating to or based on the sense of touch.
• External finger forces are measured by placing force sensing pads at
the fingertips.
• An optical sensor mounted on the fingernail detects the force. This
allows the human to touch the environment with bare fingers and
perform fine, delicate tasks using the full range of haptic sense.
• Specifically, the fingernail is instrumented with miniature light
emitting diodes (LEDs) and photo detectors in order to measure
changes in the reflection intensity when the fingertip is pressed
against a surface. The changes in intensity are then used to determine
changes in the blood volume under the fingernail.
25/32
28. • The algorithm used for haptic rendering is God-object or Proxy
paradigm.
• A god object or proxy is a conceptual point restricted to the object
and its position at every single moment is closest to the virtual
representation of the virtual fingers.
• As long as the user is away, no force will be executed.
• Once the user penetrates the virtual object, force will be calculated
proportionally to the distance b/w the proxy and the position of the
user’s virtual representation.
• Force can be calculated using the spring approach b/w the god object
and the representations of every finger. Thus the total force has a
tangential component.
• Applying the method to all contact points, total force and torque to
the virtual object can be calculated.
• Hence the object can be moved and rotated as desired.
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30. APPLICATIONS
1. Uses in Education:
In education, tele-immersion can be used to bring together
students at remote sites in a single environment relationship
among educational institutions which could improve tremendously
in the future with the use of tele-immersion.
2. Future Office:
Tele-immersion can be used to
provide an office like environment
to business professionals in the
near future.
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31. 3. Medicine:
With the help of tele-immersion, 3D surgical learning for virtual
operation is possible.
Recently, teleconferencing has been used in medicine.
4. Industrial design, 7. Army Training
architectural, evaluation 8. Art and
Entertainment
5. Interactive Scientific 9. Virtual game
Visualization 10. Industrial Design
6. Architectural Review
and Evaluation
29/32
32. FUTURE APPLICATIONS
• Remote Learning & Training
• 3D Motion Capture of Body Segments
• 3D CAD Design
• Entertainment (For foodies – McDonalds’ is trying to use Tele-
Immersion for organizing family dinners and parties for people at
different locations !!)
• Training for complex and hazardous tasks where physical virtual
interactions are the key component
30/32
33. PROBLEMS
• Quality of transmitting multimedia and Tele-immersion data
streams over the internet is affected by high packets loss rates.
• Expensive
• High network bandwidth required .
• High speed internet is required (at least 60 MBPS)
31/32
34. BIBLIOGRAPHY
• Trinocular Stereo: A Real-Time Algorithm and its Evaluation
Jane Mulligan (University of Colorado) , Volkan Isler (University of
Pennsylvania), Kostas Daniilidis (University of Pennsylvania)
http://repository.upenn.edu/cis_papers/79
• Real Time 3D Video Compression for Tele-Immersive Environments
Zhenyu Yang, Yi Cui, Zahid Anwar, Robert Bocchino, Nadir Kiyanclar,
Klara Nahrstedt, Roy H. Campbell (University of Illinois)
https://www.ideals.illinois.edu/bitstream/handle/2142/11085/Real-
Time%203D%20Video%20Compression%20for%20Tele-
Immersive%20Environments.pdf?sequence=2
• Tele-Immersion As a Positive Alternative of The Future
Glasenhardt, S., Cicin-Sain, M., Capko, Z. (University of Rijeka)
http://ieeexplore.ieee.org/ielx5/8683/27508/01225352.pdf?tp=&arnumber
=1225352&isnumber=27508
• www.google.com
• www.wikipedia.com 32/32