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\begin_header
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\begin_header
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\save_transient_properties true
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\save_transient_properties true
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\origin unavailable
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\origin unavailable
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\textclass paper
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\textclass article
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\begin_preamble
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\begin_preamble
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\rfoot{Andy Pack}
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\rfoot{Andy Pack / 6420013}
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\lfoot{6420013}
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\lfoot{January 2020}
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\end_preamble
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\end_preamble
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\use_default_options true
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\use_default_options true
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\begin_modules
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\begin_modules
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@ -109,12 +109,8 @@ todonotes
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Multi-Source Holoportation
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Multi-Source Holoportation
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\end_layout
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\end_layout
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\begin_layout SubTitle
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Mid-term report
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\end_layout
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\begin_layout Author
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\begin_layout Author
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Andy Pack (6420013)
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Andy Pack / 6420013
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\end_layout
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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@ -152,18 +148,246 @@ LatexCommand tableofcontents
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Introduction
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Introduction
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\end_layout
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\end_layout
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\begin_layout Standard
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The aim of this project is to develop a piece of software capable of supporting
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multi-source holoportation (hologram teleportation) using the
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\emph on
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\noun on
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LiveScan3D
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\emph default
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\noun default
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\begin_inset CommandInset citation
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LatexCommand cite
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key "livescan3d"
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literal "false"
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\end_inset
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suite of software as a base.
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\end_layout
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\begin_layout Standard
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As the spaces of augmented and virtual reality become commonplace and mature,
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the ability to capture and stream 3D renderings of objects and people over
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the internet using consumer-grade hardware has many possible applications.
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\end_layout
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\begin_layout Standard
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The
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\noun on
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LiveScan3D
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\noun default
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suite uses
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\noun on
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Xbox Kinect
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\noun default
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cameras to capture and stream 3D renders of objects from one or many angles
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simultaneously however the destination server is only able to process and
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reconstruct one object or surroundings at a time.
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\end_layout
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\begin_layout Standard
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The capability to concurrently receive and reconstruct streams of different
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objects further broadens the landscape of possible applications, analogous
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to the movement from 1-to-1 phone calls to conference calling.
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\end_layout
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\begin_layout Section
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\begin_layout Section
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Literature Review
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Literature Review
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\end_layout
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\end_layout
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\begin_layout Subsection
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Holoportation
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\end_layout
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\begin_layout Subsection
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Augmented and Virtual Reality
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\end_layout
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\begin_layout Subsection
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Kinect
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\end_layout
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\begin_layout Section
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\begin_layout Section
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LiveScan3D
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LiveScan3D
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\end_layout
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\end_layout
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\begin_layout Standard
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\noun on
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LiveScan3D
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\noun default
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is a suite of software developed by Marek Kowalski, Jacek Naruniec and
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Michal Daniluk of the Warsaw University of Technology in 2015
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\begin_inset CommandInset citation
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LatexCommand cite
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key "livescan3d"
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literal "false"
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\end_inset
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.
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The suite utilises the
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\noun on
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Xbox Kinect
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\noun default
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camera to record and transmit 3D renders over an IP network.
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A server which can manage multiple clients processes, reconstructs and
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displays the renderings in real-time.
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\end_layout
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\begin_layout Subsection
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LiveScan Client
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\end_layout
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\begin_layout Subsection
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LiveScan Server
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\end_layout
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\begin_layout Standard
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The server component of the
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\noun on
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LiveScan
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\noun default
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suite is responsible for managing and receiving 3D renders from connected
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clients.
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\end_layout
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\begin_layout Subsection
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Multi-View Configurations
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\end_layout
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\begin_layout Section
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\begin_layout Section
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Current Work
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Current Work
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\end_layout
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\end_layout
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\begin_layout Standard
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As of January 2020 the method for displaying renderings, the server's
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\noun on
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OpenGL
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\noun default
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window, has been modified such that it can construct and render point clouds
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from multiple sources.
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In doing so a sub-system of geometric transformations has been included
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such that the renders of individual sources are arranged coherently within
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the space when reconstructed.
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Work has begun on separating much of the network functionality from the
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\noun on
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KinectServer
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\noun default
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class such as frame retrieval in order to allow this to be done on a source-by-
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source basis.
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\end_layout
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\begin_layout Subsection
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Geometric Transformations
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\end_layout
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\begin_layout Standard
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Within the
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\noun on
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LiveScan3D
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\noun default
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server source code are utility structures and classes which made developing
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a wider geometric manipulation system easier.
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Structures defining points in both 3D and 2D space called
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\noun on
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Point3f
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\noun default
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and
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\noun on
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Point2f
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\noun default
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respectively are used in drawing skeletons.
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There is also a class defining an affine transformation.
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\end_layout
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\begin_layout Standard
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An affine transformation is a family of geometric transformations that preserve
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parallel lines within geometric spaces.
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Some examples of affine transformations include scaling, reflection, rotation,
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translation and shearing.
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\end_layout
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\begin_layout Standard
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The class definition is made up of a three-by-three transformation matrix
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and single 3D vector for translation.
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\end_layout
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\begin_layout Standard
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The class is used for both camera poses and world transformations.
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A camera pose is the affine transformation defining the position and orientatio
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n of the
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\noun on
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Kinect
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\noun default
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camera when drawn in the
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\noun on
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OpenGL
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\noun default
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space.
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The world transformations are used when using multiple sensors simultaneously.
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When completing the calibration process, the origin of the
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\noun on
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OpenGL
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\noun default
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space shifts from being the position of the single
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\noun on
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Kinect
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\noun default
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sensor to being the calibration markers that each camera now orbits.
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The server, however, still receives renders from each sensor defined by
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their own Euclidean space and as such the server must transform each view
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into a composite one.
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The world transforms define the transformations for each sensor that correctly
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construct a calibrated 3D render.
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\end_layout
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\begin_layout Standard
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When considering how each source's render would be arranged in the space
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the use of this class definition of affine transformations was extended.
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As the use of the class is fairly limited within the base source code,
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some utility classes and functions were required in order to fully maximise
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their effectiveness.
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\end_layout
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\begin_layout Standard
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The
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\noun on
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Transformer
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\noun default
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class has static methods to apply
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\noun on
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AffineTransform
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\noun default
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s to both
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\noun on
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Point3f
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\noun default
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structures and raw vertices when received from
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\noun on
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clients.
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\end_layout
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\begin_layout Standard
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It also has static methods to generate affine transformations for rotations
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in each axis given an arbitrary angle.
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This provided a foundation on which to define how the
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\noun on
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OpenGL
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\noun default
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space would arrange separate sources within it's combined co-ordinate space.
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\end_layout
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\begin_layout Subsection
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Separation of Network and Display
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\end_layout
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\begin_layout Section
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\begin_layout Section
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Future Work
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Future Work
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\end_layout
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\end_layout
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