High-Quality Illumination of Virtual Objects Based on an Environment Estimation in Mixed Reality Applications



Visualizations of virtual objects in the real environment is often done by a simplified representation with simple surfaces and without reference to the surrounding environment. The seamless fusion of the virtual and real environment is, however, an essential factor in many areas, which is of particular importance when calculating lighting in mixed realities on mobile devices. Current approaches focus on approximations, which allow the calculation of diffuse lighting, whereby the rendering of glossy reflection properties is often neglected. The aim of this book is to enable the visualization of mirror-like reflective surfaces in mixed reality. In order to achieve this goal, various approaches are explored enabling high-quality visualization of virtual objects in realtime with a focus on the use of common hardware such as cameras, sensors in mobile devices, and partially depth sensors. Complete ambient lighting can be estimated, which enables detailed reflections. The results provide a novel way to embed complex and simple geometric shapes with glossy surfaces in the real world which offers a higher level of detail in the reflections without using additional hardware. About the author Tobias Schwandt´s professional and personal focus at the TU Ilmenau is the area of Mixed-Reality (MR). Within his dissertation, he particularly concerned himself with the topic of illumination of virtual content in AR, its influence on the real environment, the reconstruction of the environment light, and the manipulation of real geometry by virtual content.
... Nevertheless, the creation of these strategic marketing tools and the interconnection of destinations with the use of immersive technologies is a demanding and interdisciplinary approach because of the specificity of the tourism product. Immersive technologies include mixed reality (MR), which includes all possible variations between the virtual and real worlds, such as augmented reality (AR), augmented virtuality (AV), and virtual environments [44]. ...
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The aim of this research was to address the issues in virtual-reality technologies and gamification within the context of immersive technologies. The author drew together, in a hybrid methodology, the principles of virtual touring and online training, as these need to be understood by destination and tourism professionals. The emphasis was on the utility of innovative multimedia and multimodal technological tools for modern content creation, which led to an online training process for travel agents, the role of gamification and how a virtual platform could be developed to promote a tourism destination during the COVID-19 pandemic. The author based the research on a case study of an immersive platform of a Greek destination and on the degree of the user response to the virtual technology and content. The study also included a comparison between two platforms: one using conventional content and one using multimedia content. The author methodologically used VAR models to describe the cogeneration process of multiple variables over time to investigate the relationships between these variables. The results led to a preference for immersive platforms, which can be a guide for corresponding platforms that are concerned with the promotion of destinations.
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