Challenges and New Trends in Rendering for Virtual and Augmented Reality

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Electronic Multimedia".

Deadline for manuscript submissions: 15 June 2024 | Viewed by 1258

Special Issue Editors


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Guest Editor
Department of Architecture, Design and Media Technology, Aalborg University, 9000 Aalborg, Denmark
Interests: computer graphics; VR/AR; computer vision; human–computer interaction; haptics

E-Mail Website
Guest Editor
Department of Architecture, Design and Media Technology, Aalborg University, 9000 Aalborg, Denmark
Interests: augmented and virtual reality; computer graphics; image-based techniques

Special Issue Information

Dear Colleagues,

With the larger and larger spread of virtual reality (VR) and augmented reality (AR) technology in recent years, new requirements for better rendering, visualization, immersion, and interaction have been expected by different fields adopting the technology. As fields such as architecture, advertising, industrial inspection, education, medicine and film and game development continue to develop the potential of these technologies, new opportunities for advancement and potential problems have arisen. How can we achieve more realistic shadows and illumination in AR application both indoor and outdoor? How can we better introduce HDR rendering to VR application to better simulate how the human eye reacts to light changes? What is required to bring a more seamless walking and interaction experience to VR, to both novice and experienced users? Where is the balance between creating beautiful and immersive AR and VR environments and managing visual and cognitive clutter for the users? Can VR and AR be used for better data visualization and can the different types of modalities they bring be used to extend the ways that users perceive both qualitative and quantitative information? Both AR and VR have the potential to push collaboration forward in new ways and this requires us to rethink the way we visualize and render 3D environments. Moreover, achieving realistic, low-latency and dynamically adapting rendering for VR and AR would require merging their fields with research into deep learning and artificial intelligence, haptics and multimodal interactions, audio analysis and many more.

The aim of this Special Issue is to provide an outlet for interesting and novel studies in VR and AR, that tackle problems and new opportunities within rendering, visualization and immersion. We welcome new and exciting research into existing issues, benchmarks and overviews of the state-of-the-art, as well as insights into new possibilities for utilizing VR and AR in different fields. Topics of interest include, but are not limited to, the following:

  • Shadow and lighting rendering in VR and AR
  • Visualization of large-scale objects in AR
  • Rendering of subterranean, inside and hidden object features in AR
  • Big data visualization, analytics and interaction in VR and AR
  • Perception of scale, spaces and motion in VR and AR
  • Rendering techniques for optimization, user guidance and higher fidelity visualization in VR
  • Computer graphics and display technologies for VR and AR
  • Computer vision, deep learning and AI for VR and AR
  • Multimodal interaction in VR and AR
  • Rendering techniques for improving of user wellbeing in VR and AR
  • Rendering techniques for collaborative VR and AR experiences
  • Combining rendering and audio analysis for VR and AR
  • Rendering techniques for content creation and moderation in VR and AR
  • State-of-the-art reviews and benchmarks of VR and AR technologies

This program intends to provide an opportunity for early career scientists to enhance their editing, networking, and organizational skills and to work closely with our journal to gain more editorial experience. Early career scientists who have novel ideas for new Special Issues of Electronics (ISSN: 2079-9292) will act as Guest Editors under the mentorship of an experienced scientist; this mentor could be a member of the Electronics Editorial Board or may be from other well-established research institutes or laboratories, etc.

Certificates and awards:

When the Special Issue is closed, the Editorial Office will provide official certificates for all of the mentors. The young scholars involved in the program will be prioritized as candidates for Electronics Young Investigator Awards in the future.

If you are interested in this opportunity, please send your Special Issue proposal to the Electronics Editorial Office ([email protected] or [email protected]), and we will discuss the process (mentor collaboration, Special Issue topic feasibility analysis, etc.) in further detail.

Dr. Ivan A. Nikolov
Dr. Claus B. Madsen
Guest Editors

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Electronics is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • rendering in VR/AR
  • shadows/lighting in VR/AR
  • large scale objects in AR
  • subterranean/hidden objects in AR
  • big data visualization and analysis in VR/AR
  • rendering techniques for user guidance in VR
  • computer graphics in VR/AR
  • display technologies for VR/AR
  • computer vision/deep learning for VR/AR
  • rendering techniques for user health and wellbeing in VR/AR
  • perception and presence in VR/AR
  • combining audio and video techniques for VR/AR
  • content creation and moderation rendering for VR/AR
  • state-of-the-art reviews and benchmarks for VR/AR

Published Papers (1 paper)

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Research

22 pages, 34928 KiB  
Article
Kairos: Exploring a Virtual Botanical Garden through Point Clouds
by Maximilian Rubin, Jorge C. S. Cardoso and Pedro Martins Carvalho
Electronics 2023, 12(20), 4216; https://doi.org/10.3390/electronics12204216 - 11 Oct 2023
Cited by 1 | Viewed by 871
Abstract
This paper reports the design, implementation and evaluation of a point cloud-based virtual reality environment for a botanical garden. The objective of this work was the creation of a point cloud-based digital timestamp of the Botanical Garden of the University of Coimbra, capturing [...] Read more.
This paper reports the design, implementation and evaluation of a point cloud-based virtual reality environment for a botanical garden. The objective of this work was the creation of a point cloud-based digital timestamp of the Botanical Garden of the University of Coimbra, capturing reality and thus a moment in time that can be run and visualised in 3D space in real-time. This environment consists of three distinct locations within the Garden, containing century-old tree specimens. These areas were digitised through photogrammetry to create point clouds, which were then used as the basis of an immersive audiovisual experience whose main goal was to convey the ambiance of the Garden, along with showing people its natural processes, usually hidden to the naked eye, with the aim of rekindling our relationship with nature. We produced multimedia content consisting of PC- and VR-based experiences and 360° videos. Both PC and VR variants were evaluated by 22 volunteers where we assessed the user experience, the resulting ambiance and the gameplay. The results show a positive response from users, which described the resulting experience as “Peaceful”, “Calming”, “Relaxing”, “Dreamy”, “Colourful”, “Immersive” and “Nice”. Full article
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