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Mod 3
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Introduction to
Augmented Reality
Augmented Reality – Principles and Practice
http://www.augmentedrealitybook.org
What is AR?
Azuma‘s definition:
www.augmentedrealitybook.org Introduction
AR Feedback Loop
AR uses a feedback loop between human user and computer system. The user observes
the AR display and controls the viewpoint. The system tracks the user’s viewpoint, registers
the pose in the real world with the virtual content, and presents situated visualization.
Registration
Situated
Virtual content of virtual
visualization
content
SPATIAL MODEL
www.augmentedrealitybook.org Introduction
BACKGROUND OF THE STUDY
• Augmented Reality (AR) is a live view
of a physical real-world environment
whose elements are merged with (or
Augmented by) virtual computer-
generated imagery.
• VR is a completely simulated
computer generated environment
where everything is under the
control of a system.
• One of the next big developments in augmented reality was in 1974 by Myron
Krueger. The project was called, Videoplace, which combined a projection system
and video cameras that produced shadows on the screen.
• In 1990, a Boeing researcher named Tom Caudell coined the term “Augmented
Reality”.
Historical Development (cont…)
• In 2003, the NFL used the popular Skycam, which was used for aerial views
of the field to insert the virtual first down marker.
• Figure 5:
Historical Development (cont…)
• In 2016, Microsoft
introduces the next iteration
of wearable augmented
reality, the HoloLens.
• To create AR, you first need to capture some actual reality with Sensors and
Cameras that gather information on the users' actual surroundings.
Figure 9: AR in Education
APPLICATIONS OF AR
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Underground Infrastructure Inspection
Tablet computer with differential GPS Geo-registered view of a virtual excavation revealing a gas pipe
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Maintainence Instructions
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Image Based Telepresence
Medical Diagnosis
X-ray
Live CamC
Dry phantom
With shrapnel
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Translation
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Navigation
Peak.AR showing mountain tops Wikitude Drive superimposes a
perspective view of the road ahead
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Parking Assistant
The parking assistant is a commercially available AR feature in many contemporary cars
Image: magiclensapp.com
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Virtual Try-On
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Eye of Judgement
Sony‘s Eye of Judgement was a
Mixed Reality tabletop game for
the PlayStation 3
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Vuforia SmartTerrain
Vuforia SmartTerrain scans the environment and turns it into a game landscape
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Immersive Games
Using a TV-plus-projector setup, the IllumiRoom extends the game world beyond the screen boundaries
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APPLICATIONS OF AR
• Other areas of AR application includes:
Music
Social Media…
Research Themes
AR / VR / Display hardware
www.augmentedrealitybook.org Introduction
AR Displays
Augmented Reality – Principles and Practice
http://www.augmentedrealitybook.org
Multi-modal Augmented Reality Displays
• Visual displays (see)
• Audio displays (hear)
• Haptic displays (sense)
• Olfactory displays (smell)
• Gustatory displays (taste)
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Audio Augmented Reality
Applications:
• Museum Audio Guides (since the 1950s)
• Assistive Audio Guidance (Loomis et al. 1993)
• Workplace Communication (Mynatt et al. 1998)
Considerations:
• Earphones vs. near-ear speaker arrays (“hear-through” audio)
• Spatial Audio (personalized HRTF vs. one-size-fits-all)
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Visuo-Haptic RegistrationVideo: Cosco et al., ISMAR 2009
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Method of
Augmentation
Three types:
1. Optical see-through
2. Video see-through
3. Spatial projection (spatial AR, projection-based
AR, or spatial projection.
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Visual Displays
• See-through displays
• Optical see-through
• AR headsets
• Video see-through
• HMDs
• Hand-held AR
• Projection-based Displays:
• Head-Mounted Projective Display
• Spatial Augmented Reality
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Requirements and
Characteristics
• Method of Augmentation
• Ocularity and Stereoscopy
• Focus
• Occlusion
• Brightness and Contrast
• Resolution and Refresh Rate
• Field of View
• Viewpoint Offset
• Latency
• Distortions and Aberrations
• Ergonomics
• Social Acceptance
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Optical See-Through Displays
Fig: An optical see-through display uses an optical element to combine a user’s view
of the real world with computer-generated images
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Video See-Through Displays
Fig: A video see-through display captures the real world with a video camera and electronically
modifies the resulting image using a graphics processor to deliver a combined real + virtual image to
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Spatial Augmented Reality
Fig: Spatial projection casts
images directly onto real-world
objects
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Brief History of Spatial Augmented Reality
• Concept (before ’90) ~ development (’00) ~ widespread (’10)
Oculus Rift is a binocular HMD intended for immersive computer games. Oculus was acquired by Facebook in
2014 for $2 billion, raising the interest in HMD technology worldwide
Microsoft HoloLens
ODG R-7 Smart Glasses
Meta-2
DAQRI Smart Helmet
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Displays
See-Through
Displays
Monocular Binocular
Example
Products Monoscopic Stereoscopic Monoscopic Stereoscopic
E.g.: smartphone- or E.g.: Microvision Overlays Overlays Overlays Overlays
tablet-based Nomad,
hand-held AR DigiLens DL40, E.g.: Vuzix iWear VR920 E.g.: Microsoft HoloLens,
Also: Google Glass in TacEye ST, E.g.: Trivisio with Possible, but no E.g.: Canon COASTAR, Epson Moverio BT-200,
VST mode Vuzix M2000AR ARVision iWear CamAR clear advantage Vuzix Wrap 1200DXAR E.g.: Lumos DK-40 Vuzix STAR 1200XLD
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Three Factors of AR
1)Real + Virtual Display technology
2)Real-time interaction UI technology
3)3D registration Tracking technology
Real + Virtual
Image composition
Wearable Movies /
computing TV ads
AR /
MR
2D GUI 3DCG software
VR
1. Head mount
Oculus + Moverio Once Upon a Time
Ovrvision
displays
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Light-Field Displays
Pinlight display prototype
View through
the display
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Image: Andrew Maimone, UNC Chapel Hill
Focus (Accommodation)
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Optical See-Through with Real Occlusion
Virtual image
Real image
LCD panel
Half-silvered
mirror
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Image Quality Comparison
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Field of View
Comparison
• AR systems typically have a limited field
of view, resulting in an “overlay FOV” area,
in which augmentations are visible, and a
“peripheral FOV” area, in which they are
not
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Field of View Simulation
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Registration Comparison
Insufficient eye-to-display
calibration can lead to
distracting offsets. In video
see-through displays, pixel-
accurate registration is
easier to achieve
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Image Displacement
Pose Sensors (optional) A camera pointing diagonally downward from
Image behind the display captures an AR interaction
Sensors space centered on the user’s hands
Image
displacement
Monitors
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Brightness Comparison
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Failure Comparison
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Display Mounting
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Display Space Taxonomy
AR displays can be categorized according to the distance from eye to display
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Optical See-Through Examples
Each coordinate transformation can be fixed and calibrated, tracked dynamically, or left unconstrained.
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Optical See-Though
T
C
T
T
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Video See-Though
C T T T
C C
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Head-Mounted Projective Display
incident light
Spatial relationship
C Spatial relationship C schematics for HMPDs with
schematics for HMPDs T head tracking - virtual
C without head tracking C objects are stable in space,
while the viewer is moving
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Head-Mounted Projective Displays
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Hand-Held Display
T
C
T T
C
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User-Perspective Hand-Held Display
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Desktop AR
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Video-See Through Magic Mirror The user (=box) must be tracked
with respect to the camera.
T
C
T
C
Display always shows the user,
independent of viewing angle.
T
C
C
Display behaves like real mirror.
Image: Matthias Straka and Stefan Hauswiesner
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Optical See-Through Magic Mirror
Andy Wilson of Microsoft Research showing the HoloFlector
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Immaterial Display
Dual-sided
interactive
FogScreen
Two FogScreens in an
L-shaped configuration
produce a depth-fused
3D rendering for a
People can augment each other and tracked observer
interact through the FogSscreen
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Spatial Augmented Reality
Spatial AR can be used to turn generic objects into textured models
C
View-independent
spatial AR
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View-Dependent Spatial Augmented Reality
View-dependent spatial AR requires tracking the user,
but can present free-space 3D objects
Projector
Head tracker
Virtual
object
Projection Surface
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Occluder Shadows
Projector-
based
illumination
Virtual Real
T
A steerable, tracked projector
can display images anywhere
http://www.augmentedrealitybook.org
Agenda
• Tracking, Calibration, and Registration
• Coordinate Systems
• Characteristics
• Stationary Tracking Systems
• Mobile Sensors
• Optical Tracking
• Sensor Fusion
Perspective transformation
• Calibrate offline
• For both camera and display
Global world
coordinates
www.augmentedrealitybook.org Tracking
Image: Joseph 112
Newman
Mobile Sensors
• Global Positioning System
• Wireless Networks
• Magnetometer
• Gyroscope
• Linear Accelerometer
• Odometer
GPS receiver