TL;DR: A novel systematic approach to enhance underwater images by a dehazing algorithm, to compensate the attenuation discrepancy along the propagation path, and to take the influence of the possible presence of an artifical light source into consideration is proposed.
Abstract: Light scattering and color change are two major sources of distortion for underwater photography. Light scattering is caused by light incident on objects reflected and deflected multiple times by particles present in the water before reaching the camera. This in turn lowers the visibility and contrast of the image captured. Color change corresponds to the varying degrees of attenuation encountered by light traveling in the water with different wavelengths, rendering ambient underwater environments dominated by a bluish tone. No existing underwater processing techniques can handle light scattering and color change distortions suffered by underwater images, and the possible presence of artificial lighting simultaneously. This paper proposes a novel systematic approach to enhance underwater images by a dehazing algorithm, to compensate the attenuation discrepancy along the propagation path, and to take the influence of the possible presence of an artifical light source into consideration. Once the depth map, i.e., distances between the objects and the camera, is estimated, the foreground and background within a scene are segmented. The light intensities of foreground and background are compared to determine whether an artificial light source is employed during the image capturing process. After compensating the effect of artifical light, the haze phenomenon and discrepancy in wavelength attenuation along the underwater propagation path to camera are corrected. Next, the water depth in the image scene is estimated according to the residual energy ratios of different color channels existing in the background light. Based on the amount of attenuation corresponding to each light wavelength, color change compensation is conducted to restore color balance. The performance of the proposed algorithm for wavelength compensation and image dehazing (WCID) is evaluated both objectively and subjectively by utilizing ground-truth color patches and video downloaded from the Youtube website. Both results demonstrate that images with significantly enhanced visibility and superior color fidelity are obtained by the WCID proposed.
TL;DR: Drishti provides an intuitive and powerful interface for choreographing animations and is a cross-platform open-source volume rendering system that delivers high quality, state of the art renderings.
Abstract: Among several rendering techniques for volumetric data, direct volume rendering is a powerful visualization tool for a wide variety of applications. This paper describes the major features of hardware based volume exploration and presentation tool - Drishti. The word, Drishti, stands for vision or insight in Sanskrit, an ancient Indian language. Drishti is a cross-platform open-source volume rendering system that delivers high quality, state of the art renderings. The features in Drishti include, though not limited to, production quality rendering, volume sculpting, multi-resolution zooming, transfer function blending, profile generation, measurement tools, mesh generation, stereo/anaglyph/crosseye renderings. Ultimately, Drishti provides an intuitive and powerful interface for choreographing animations.
TL;DR: This work exploits the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display, and develops a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers.
Abstract: We exploit the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display (1920x1080). Our method tracks the user's gaze point and renders three image layers around it at progressively higher angular size but lower sampling rate. The three layers are then magnified to display resolution and smoothly composited. We develop a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers. A standard psychophysical model for acuity falloff assumes that minimum detectable angular size increases linearly as a function of eccentricity. Given the slope characterizing this falloff, we automatically compute layer sizes and sampling rates. The result looks like a full-resolution image but reduces the number of pixels shaded by a factor of 10-15.We performed a user study to validate these results. It identifies two levels of foveation quality: a more conservative one in which users reported foveated rendering quality as equivalent to or better than non-foveated when directly shown both, and a more aggressive one in which users were unable to correctly label as increasing or decreasing a short quality progression relative to a high-quality foveated reference. Based on this user study, we obtain a slope value for the model of 1.32-1.65 arc minutes per degree of eccentricity. This allows us to predict two future advantages of foveated rendering: (1) bigger savings with larger, sharper displays than exist currently (e.g. 100 times speedup at a field of view of 70° and resolution matching foveal acuity), and (2) a roughly linear (rather than quadratic or worse) increase in rendering cost with increasing display field of view, for planar displays at a constant sharpness.
TL;DR: A new cross-layer network stack aimed at reducing the long tail of flow completion times is presented, which exploits cross- layer information to reduce packet drops, prioritize latency-sensitive flows, and evenly distribute network load, effectively reducing theLong tail offlow completion times.
Abstract: Web applications have now become so sophisticated that rendering a typical page may require hundreds of intra-datacenter flows. At the same time, web sites must meet strict page creation deadlines of 200-300ms to satisfy user demands for interactivity. Long-tailed flow completion times make it challenging for web sites to meet these constraints. They are forced to choose between rendering a subset of the complex page, or delay its rendering, thus missing deadlines and sacrificing either quality or responsiveness. Either option leads to potential financial loss.In this paper, we present a new cross-layer network stack aimed at reducing the long tail of flow completion times. The approach exploits cross-layer information to reduce packet drops, prioritize latency-sensitive flows, and evenly distribute network load, effectively reducing the long tail of flow completion times. We evaluate our approach through NS-3 based simulation and Click-based implementation demonstrating our ability to consistently reduce the tail across a wide range of workloads. We often achieve reductions of over 50% in 99.9th percentile flow completion times.
TL;DR: Inverted semi-transparent organic photovoltaic (OPV) cells with very high device performance, tunable transparency, and extraordinary transparency color perception and rendering properties have been demonstrated for power-generating window applications for buildings and automotives as discussed by the authors.
Abstract: Inverted semi-transparent organic photovoltaic (OPV) cells with very high device performance, tunable transparency, and extraordinary transparency color perception and rendering properties have been demonstrated for power-generating window applications for buildings and automotives.
TL;DR: In this article, a radiance camera is described in which the microlenses in a microlens array are focused on the image plane of the main lens instead of on the main lenses, as in conventional plenoptic cameras.
Abstract: Method and apparatus for full-resolution light-field capture and rendering. A radiance camera is described in which the microlenses in a microlens array are focused on the image plane of the main lens instead of on the main lens, as in conventional plenoptic cameras. The microlens array may be located at distances greater than f from the photosensor, where f is the focal length of the microlenses. Radiance cameras in which the distance of the microlens array from the photosensor is adjustable, and in which other characteristics of the camera are adjustable, are described. Digital and film embodiments of the radiance camera are described. A full-resolution light-field rendering method may be applied to light-fields captured by a radiance camera to render higher-resolution output images than are possible with conventional plenoptic cameras and rendering methods.
TL;DR: A new rendering algorithm is presented that is tailored to the unstructured yet dense data the authors capture and can achieve piecewise‐bicubic reconstruction using a triangulation of the captured viewpoints and subdivision rules applied to reconstruction weights.
TL;DR: In this article, the authors describe an adaptive audio system that processes audio data comprising a number of independent monophonic audio streams, which are associated with metadata that specifies whether the stream is a channel-based or object-based stream.
Abstract: Embodiments are described for an adaptive audio system that processes audio data comprising a number of independent monophonic audio streams. One or more of the streams has associated with it metadata that specifies whether the stream is a channel-based or object-based stream. Channel-based streams have rendering information encoded by means of channel name; and the object-based streams have location information encoded through location expressions encoded in the associated metadata. A codec packages the independent audio streams into a single serial bitstream that contains all of the audio data. This configuration allows for the sound to be rendered according to an allocentric frame of reference, in which the rendering location of a sound is based on the characteristics of the playback environment (e.g., room size, shape, etc.) to correspond to the mixer's intent. The object position metadata contains the appropriate allocentric frame of reference information required to play the sound correctly using the available speaker positions in a room that is set up to play the adaptive audio content.
TL;DR: In this paper, a distributed approach for providing an augmented reality environment in which the environmental mapping process is decoupled from the localization processes performed by one or more mobile devices is described.
Abstract: A system and method for providing an augmented reality environment in which the environmental mapping process is decoupled from the localization processes performed by one or more mobile devices is described. In some embodiments, an augmented reality system includes a mapping system with independent sensing devices for mapping a particular real-world environment and one or more mobile devices. Each of the one or more mobile devices utilizes a separate asynchronous computing pipeline for localizing the mobile device and rendering virtual objects from a point of view of the mobile device. This distributed approach provides an efficient way for supporting mapping and localization processes for a large number of mobile devices, which are typically constrained by form factor and battery life limitations.
TL;DR: The state of the art in interactive global illumination (GI) computation, i.e., methods that generate an image of a virtual scene in less than 1s with an as exact as possible, or plausible, solution to the light transport, is reviewed.
TL;DR: The overall project design and architecture of the NAVIG system is presented and details of a new type of detection and localization device are presented that combines a bio-inspired vision system that can recognize and locate objects very quickly and a 3D sound rendering system that is able to perceptually position a sound at the location of the recognized object.
Abstract: Navigating complex routes and finding objects of interest are challenging tasks for the visually impaired The project NAVIG (Navigation Assisted by artificial VIsion and GNSS) is directed toward increasing personal autonomy via a virtual augmented reality system The system integrates an adapted geographic information system with different classes of objects useful for improving route selection and guidance The database also includes models of important geolocated objects that may be detected by real-time embedded vision algorithms Object localization (relative to the user) may serve both global positioning and sensorimotor actions such as heading, grasping, or piloting The user is guided to his desired destination through spatialized semantic audio rendering, always maintained in the head-centered reference frame This paper presents the overall project design and architecture of the NAVIG system In addition, details of a new type of detection and localization device are presented This approach combines a bio-inspired vision system that can recognize and locate objects very quickly and a 3D sound rendering system that is able to perceptually position a sound at the location of the recognized object This system was developed in relation to guidance directives developed through participative design with potential users and educators for the visually impaired
TL;DR: A new technique for extracting local features from images of architectural scenes, based on detecting and representing local symmetries, which can improve matching performance for this difficult task of matching challenging pairs of photos of urban scenes.
Abstract: We present a new technique for extracting local features from images of architectural scenes, based on detecting and representing local symmetries. These new features are motivated by the fact that local symmetries, at different scales, are a fundamental characteristic of many urban images, and are potentially more invariant to large appearance changes than lower-level features such as SIFT. Hence, we apply these features to the problem of matching challenging pairs of photos of urban scenes. Our features are based on simple measures of local bilateral and rotational symmetries computed using local image operations. These measures are used both for feature detection and for computing descriptors. We demonstrate our method on a challenging new dataset containing image pairs exhibiting a range of dramatic variations in lighting, age, and rendering style, and show that our features can improve matching performance for this difficult task.
TL;DR: In this paper, a system and method for storing, manipulating, and/or transmitting image data, such as light field photographs and the like, in a manner that efficiently delivers different capabilities and features based on device attributes, user requirements and preferences, context, and other factors.
Abstract: A system and method are provided for storing, manipulating, and/or transmitting image data, such as light field photographs and the like, in a manner that efficiently delivers different capabilities and features based on device attributes, user requirements and preferences, context, and/or other factors. Acceleration structures are provided, which enable selective use of certain types of data (also referred to as “assets”) based on device attributes such as image size, desired functionality, user preference, and/or the like. In this manner, the system and method of the present invention takes into account specific attributes and parameters in determining which data should be included, so as to optimize transmission, storage, and/or rendering of image data, including light field data, to improve efficiency and avoid waste of resources.
TL;DR: An image-based approach, which combines a visual saliency algorithm with edge analysis to identify potentially important image regions and geometric constraints for placing labels in Augmented Reality systems, is introduced.
Abstract: In this paper, we introduce a novel view management technique for placing labels in Augmented Reality systems. A common issue in many Augmented Reality applications is the absence of knowledge of the real environment, limiting the efficient representation and optimal layout of the digital information augmented onto the real world. To overcome this problem, we introduce an image-based approach, which combines a visual saliency algorithm with edge analysis to identify potentially important image regions and geometric constraints for placing labels. Our proposed solution also includes adaptive rendering techniques that allow a designer to control the appearance of depth cues. We describe the results obtained from a user study considering different scenarios, which we performed for validating our approach. Our technique will provide special benefits to Augmented Reality browsers that usually lack scene knowledge, but also to many other applications in the domain of Augmented Reality such as cultural heritage and maintenance applications.
TL;DR: This work opens up a route to a systematic investigation via the careful synthesis of photorealistic video using ray-tracing of a detailed 3D scene, experimentally obtained photometric response and noise models, and rapid camera motions, based on tens of thousands of hours of CPU rendering time.
Abstract: Higher frame-rates promise better tracking of rapid motion, but advanced real-time vision systems rarely exceed the standard 10–60Hz range, arguing that the computation required would be too great. Actually, increasing frame-rate is mitigated by reduced computational cost per frame in trackers which take advantage of prediction. Additionally, when we consider the physics of image formation, high frame-rate implies that the upper bound on shutter time is reduced, leading to less motion blur but more noise. So, putting these factors together, how are application-dependent performance requirements of accuracy, robustness and computational cost optimised as frame-rate varies? Using 3D camera tracking as our test problem, and analysing a fundamental dense whole image alignment approach, we open up a route to a systematic investigation via the careful synthesis of photorealistic video using ray-tracing of a detailed 3D scene, experimentally obtained photometric response and noise models, and rapid camera motions. Our multi-frame-rate, multi-resolution, multi-light-level dataset is based on tens of thousands of hours of CPU rendering time. Our experiments lead to quantitative conclusions about frame-rate selection and highlight the crucial role of full consideration of physical image formation in pushing tracking performance.
TL;DR: This paper shows how to formulate and solve the required equations using only geometric information that is already generally available in ray tracing systems, and how to use this method in in two different Markov Chain Monte Carlo frameworks to accurately compute illumination from general families of paths.
Abstract: It is a long-standing problem in unbiased Monte Carlo methods for rendering that certain difficult types of light transport paths, particularly those involving viewing and illumination along paths containing specular or glossy surfaces, cause unusably slow convergence. In this paper we introduce Manifold Exploration, a new way of handling specular paths in rendering. It is based on the idea that sets of paths contributing to the image naturally form manifolds in path space, which can be explored locally by a simple equation-solving iteration. This paper shows how to formulate and solve the required equations using only geometric information that is already generally available in ray tracing systems, and how to use this method in in two different Markov Chain Monte Carlo frameworks to accurately compute illumination from general families of paths. The resulting rendering algorithms handle specular, near-specular, glossy, and diffuse surface interactions as well as isotropic or highly anisotropic volume scattering interactions, all using the same fundamental algorithm. An implementation is demonstrated on a range of challenging scenes and evaluated against previous methods.
TL;DR: In this article, the authors describe a system and methods that provide offers for goods or services based on at least the locations for customers, and a unique identifier may be associated with each accepted offer.
Abstract: Systems and methods are disclosed that provide offers for goods or services based on at least the locations for customers. The offers may be limited in quantity and acceptance and redemption of the offers may be limited in time. A unique identifier may be associated with each accepted offer. A merchant may have at least some control over the creation and rendering of one or more offers for the merchant's goods and services.
TL;DR: A colorization method that propagates through consecutive frames of animation is proposed, combined with an interpolation method that accurately computes a normal mapping for the illumination process.
Abstract: Colorization and illumination are key processes for creating animated cartoons. Computer assisted methods have been incorporated in animation/illustration systems to reduce the artists' workload. This paper presents a new method for illumination and colorization of 2D drawings based on a region- tree representation. Starting from a hand-drawn cartoon, the proposed method extracts geometric and topological information and builds a tree structure, ensuring independence among parts of the drawing, such as curves and regions. Based on this structure and its attributes, a colorization method that propagates through consecutive frames of animation is proposed, combined with an interpolation method that accurately computes a normal mapping for the illumination process. Different operators for curve and region attributes can be applied independently, obtaining different rendering effects.
TL;DR: A novel approach for image space adaptive sampling and filtering in Monte Carlo rendering that relies only on the Monte Carlo samples, allowing it to handle arbitrary light transport and lens effects and is robust to high noise levels and complex image content.
Abstract: We propose a novel approach for image space adaptive sampling and filtering in Monte Carlo rendering. We use an iterative scheme composed of three steps. First, we adaptively distribute samples in the image plane. Second, we denoise the image using a non-linear filter. Third, we estimate the residual per-pixel error of the filtered rendering, and the error estimate guides the sample distribution in the next iteration. The effectiveness of our approach hinges on the use of a state of the art image denoising technique, which we extend to an adaptive rendering framework. A key idea is to split the Monte Carlo samples into two buffers. This improves denoising performance and facilitates variance and error estimation. Our method relies only on the Monte Carlo samples, allowing us to handle arbitrary light transport and lens effects. In addition, it is robust to high noise levels and complex image content. We compare our approach to a state of the art adaptive rendering technique based on adaptive bandwidth selection and demonstrate substantial improvements in terms of both numerical error and visual quality. Our framework is easy to implement on top of standard Monte Carlo renderers and it incurs little computational overhead.
TL;DR: In this article, a texture mapping unit converts background image data into two or more viewpoint textures and maps each viewpoint texture to a background 3D model in the 3D modeling space by comparing a parallax of the foreground three-dimensional model occurring in stereoscopic playback with the intra-texture object.
Abstract: An image rendering device realizes stereoscopic viewing of composite images generated by compositing background three-dimensional models and foreground three-dimensional models each defined in three-dimensional modeling space A texture mapping unit converts background image data into two or more viewpoint textures and maps each viewpoint texture to a background three-dimensional model in the three-dimensional modeling space A viewport conversion unit extracts, for each of the two or more viewpoint textures, a viewport image from the background three-dimensional model mapped with the viewpoint texture and from the foreground three-dimensional model By comparing a parallax of the foreground three-dimensional model occurring in stereoscopic playback with a parallax of the intra-texture object occurring in stereoscopic playback, the device determines depth relationship between the foreground three-dimensional model and the intra-texture object and adjusts positional relationship between the foreground three-dimensional model and the intra-texture object based on a result of the determination
TL;DR: This paper proposes a local feature detector (MeshDOG) and region descriptor (MeshHOG) for polygonal meshes, and provides a methodological framework for analyzing real-valued functions defined over a 2D manifold, embedded in the 3D Euclidean space.
Abstract: This paper addresses the problem of describing surfaces using local features and descriptors. While methods for the detection of interest points in images and their description based on local image features are very well understood, their extension to discrete manifolds has not been well investigated. We provide a methodological framework for analyzing real-valued functions defined over a 2D manifold, embedded in the 3D Euclidean space, e.g., photometric information, local curvature, etc. Our work is motivated by recent advancements in multiple-camera reconstruction and image-based rendering of 3D objects: there is a growing need for describing object surfaces, matching two surfaces, or tracking them over time. Considering polygonal meshes, we propose a new methodological framework for the scale-space representations of scalar functions defined over such meshes. We propose a local feature detector (MeshDOG) and region descriptor (MeshHOG). Unlike the standard image features, the proposed surface features capture both the local geometry of the underlying manifold and the scale-space differential properties of the real-valued function itself. We provide a thorough experimental evaluation. The repeatability of the feature detector and the robustness of feature descriptor are tested, by applying a large number of deformations to the manifold or to the scalar function.
TL;DR: In this paper, the authors present a system and methods for rendering images in a virtual or augmented reality system that may include capturing scene images of a scene in a vicinity of a first and a second projector, capturing spatial data with a sensor array in the vicinity of the first and second projectors, analyzing captured scene images to recognize body parts, and projecting images from each projector with a shape and orientation determined based on recognized body parts.
Abstract: The various embodiments include systems and methods for rendering images in a virtual or augmented reality system that may include capturing scene images of a scene in a vicinity of a first and a second projector, capturing spatial data with a sensor array in the vicinity of the first and second projectors, analyzing captured scene images to recognize body parts, and projecting images from each of the first and the second projectors with a shape and orientation determined based on the recognized body parts. Additional rendering operations may include tracking movements of the recognized body parts, applying a detection algorithm to the tracked movements to detect a predetermined gesture, applying a command corresponding to the detected predetermined gesture, and updating the projected images in response to the applied command.
TL;DR: In this article, a system and method for rendering media related content and web services is presented, in which media content is rendered from a source, at least one of an object, person, or location is identified and additional information, relevant content or services about the person, object or location are displayed or made accessible while or after the media content was being rendered.
Abstract: Disclosed herein is a system and method for rendering media related content and web services. According to one or more embodiments, media content is rendered from a source. In one or more segments of the media source, at least one of an object, person or location is identified and additional information, relevant content or services about the person, object or location are displayed or made accessible while or after the media content is being rendered, on one or more devices and/or on one or more paired devices.
TL;DR: This paper introduces the tele-presence Mixed Reality system for remote collaboration on physical tasks based on real-time capture and rendering of the remote workspace and of the helper's hands, and improves on previous 2D systems introducing 3D capturing and rendering.
Abstract: There is currently a strong need for collaborative systems with which two or more participants interact over a distance on a task involving tangible artifacts (e.g., a machine, a patient, a tool). The present paper focuses on the specific category of remote-collaboration systems where hand gestures are used by a remote helper to assist a physically distant worker to perform manual tasks. Existing systems use a combination of video capturing, 2D monitors or 2D projectors, however displaying a video of the remote workspace and allowing helpers to gesture over the video does not provide helpers with sufficient understanding of the spatial relationships between remote objects and between their hands and the remote objects. In this paper we introduce our tele-presence Mixed Reality system for remote collaboration on physical tasks based on real-time capture and rendering of the remote workspace and of the helper's hands. We improve on previous 2D systems introducing 3D capturing and rendering, and exploiting the possibility offered by the use of real 3D data to increase the feeling of immersion offered by the system using head tracking, stereoscopic rendering, inter-occlusion handling and virtual shadowing. We performed initial usability test of our system to verify if users are satisfied with the spatial awareness the system provides.
TL;DR: In this article, an approach for enabling hover-based interactions to define spatial searches on mobile maps is presented, where a user interaction manager causes, at least in part, a rendering of at least one user interface depicting mapping information.
Abstract: An approach is provided for enabling hover-based interactions to define spatial searches on mobile maps. A user interaction manager causes, at least in part, a rendering of at least one user interface depicting mapping information. A user interaction manager then processes and/or facilitates a processing of one or more hover-based interactions with the at least one user interface to determine one or more parameters for one or more spatial searches over the mapping information.
TL;DR: In this paper, a display apparatus and method for creating and displaying configured virtual environments based on real world source environments is presented, where a set of one or more virtual objects may be associated with a source environment and stored as a configured environment for later rendering by the display apparatus.
Abstract: A display apparatus and method for creating and displaying configured virtual environments based on real world source environments. A mixed reality environment includes real and virtual objects, and a set of one or more virtual objects may be associated with a source environment and stored as a configured environment for later rendering by the display apparatus. Configured environments may be associated with users, environments or locations.
TL;DR: A 3D reconstruction and visualization system to automatically produce clean and well-regularized texture-mapped 3D models for large indoor scenes, from ground-level photographs and 3D laser points, using a new algorithm called "Inverse CSG" for reconstructing a scene in a Constructive Solid Geometry (CSG) representation consisting of volumetric primitives.
Abstract: Photorealistic maps are a useful navigational guide for large indoor environments, such as museums and businesses. However, it is impossible to acquire photographs covering a large indoor environment from aerial viewpoints. This paper presents a 3D reconstruction and visualization system to automatically produce clean and well-regularized texture-mapped 3D models for large indoor scenes, from ground-level photographs and 3D laser points. The key component is a new algorithm called "Inverse CSG" for reconstructing a scene in a Constructive Solid Geometry (CSG) representation consisting of volumetric primitives, which imposes powerful regularization constraints to exploit structural regularities. We also propose several techniques to adjust the 3D model to make it suitable for rendering the 3D maps from aerial viewpoints. The visualization system enables users to easily browse a large scale indoor environment from a bird's-eye view, locate specific room interiors, fly into a place of interest, view immersive ground-level panorama views, and zoom out again, all with seamless 3D transitions. We demonstrate our system on various museums, including the Metropolitan Museum of Art in New York City – one of the largest art galleries in the world.
TL;DR: In this article, a method of operating a client device within a viewing environment is described, which includes: receiving content at client device, presenting the content to a viewer by rendering the content as rendered content on a display surface in operable communication with the client device; and adapting presentation of the content in dependence on the engagement data by changing how the content is rendered on the display surface.
Abstract: A method of operating a client device within a viewing environment is described. The method includes: receiving content at a client device, presenting the content to a viewer by rendering the content as rendered content on a display surface in operable communication with the client device; receiving engagement data at the client device, the engagement data indicating a level of engagement with the content of at least one user who is viewing the rendered content; and adapting presentation of the content in dependence on the engagement data by changing how the content is rendered on the display surface. Related systems, apparatus, and methods are also described.
TL;DR: Improved tools for authoring and rendering audio reproduction data are provided in this article, which allow audio reproducibility data to be generalized for a wide variety of reproduction environments by creating metadata for audio objects with reference to speaker zones.
Abstract: Improved tools for authoring and rendering audio reproduction data are provided. Some such authoring tools allow audio reproduction data to be generalized for a wide variety of reproduction environments. Audio reproduction data may be authored by creating metadata for audio objects. The metadata may be created with reference to speaker zones. During the rendering process, the audio reproduction data may be reproduced according to the reproduction speaker layout of a particular reproduction environment.
TL;DR: In this article, an approach for providing services using connecting user interface elements is presented, where the connector platform determines one or more functions, one or multiple properties, or a combination thereof associated with services.
Abstract: An approach is provided for providing services using connecting user interface elements. The connector platform determines one or more functions, one or more properties, or a combination thereof associated with one or more services. Next, the connector platform causes, at least in part, a rendering of at least one connecting user interface element to represent the one or more functions, the one or more properties, or a combination thereof. Then, the connector platform processes and/or facilitates a processing of one or more interactions between the at least one connecting user interface element and one or more service user interface elements to determine whether to enable the one or more functions, the one or more properties, or a combination thereof.