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86
A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment
, 1997
"... We describe a prototype system that combines together the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing. The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday inter ..."
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Cited by 255 (31 self)
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We describe a prototype system that combines together the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing. The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday interactions with the world. We introduce an application that presents information about our university’s campus, using a head-tracked, see-through, headworn, 3D display, and an untracked, opaque, handheld, 2D display with stylus and trackpad. We provide an illustrated explanation of how our prototype is used, and describe our rationale behind designing its software infrastructure and selecting the hardware on which it runs.
SCAAT: Incremental Tracking with Incomplete Information
, 1997
"... We present a promising new mathematical method for tracking a user's pose (position and orientation) for interactive computer graphics. The method, which is applicable to a wide variety of both commercial and experimental systems, improves accuracy by properly assimilating sequential observations, f ..."
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Cited by 108 (11 self)
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We present a promising new mathematical method for tracking a user's pose (position and orientation) for interactive computer graphics. The method, which is applicable to a wide variety of both commercial and experimental systems, improves accuracy by properly assimilating sequential observations, filtering sensor measurements, and by concurrently autocalibrating source and sensor devices. It facilitates user motion prediction, multisensor data fusion, and higher report rates with lower latency than previous methods. Tracking systems determine the user's pose by measuring signals from low-level hardware sensors. For reasons of physics and economics, most systems make multiple sequential measurements which are then combined to produce a single tracker report. For example, commercial magnetic trackers using the SPASYN ( Space Synchro) system sequentially measure three magnetic vectors and then combine them mathematically to produce a report of the sensor pose. Our new approach produces tracker reports as each new lowlevel sensor measurement is made rather than waiting to form a complete collection of observations. Because single observations under-constrain the mathematical solution, we refer to our approach as single-constraint-at-a-time or SCAAT tracking. The key is that the single observations provide some information about the user's state, and thus can be used to incrementally improve a previous estimate. We recursively apply this principle, incorporating new sensor data as soon as it is measured. With this approach we are able to generate estimates more frequently, with less latency, and with improved accuracy. We present results from both an actual implementation, and from extensive simulations.
Fast and Globally Convergent Pose Estimation From Video Images
, 1998
"... Determining the rigid transformation relating 2D images to known 3D geometry is a classical problem in photogrammetry and computer vision. Heretofore, the best methods for solving the problem have relied on iterative optimization methods which cannot be proven to converge and/or which do not effecti ..."
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Cited by 76 (3 self)
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Determining the rigid transformation relating 2D images to known 3D geometry is a classical problem in photogrammetry and computer vision. Heretofore, the best methods for solving the problem have relied on iterative optimization methods which cannot be proven to converge and/or which do not effectively account for the orthonormal structure of rotation matrices. We show that the pose estimation problem can be formulated as that of minimizing an error metric based on collinearity in object (as opposed to image) space. Using object space collinearity error, we derive an iterative algorithm which directly computes orthogonal rotation matrices and which is globally convergent. Experimentally, we show that the method is computationally efficient, that it is no less accurate than the best currently employed optimization methods, and that it outperforms all tested methods in robustness to outliers. Chien-Ping Lu, Silicon Graphics Inc. cplu@engr.sgi.com y Greg Hager, Department of Computer...
Calibration-free augmented reality
- IEEE Transactions on Visualization and Computer Graphics
, 1998
"... Abstract—Camera calibration and the acquisition of Euclidean 3D measurements have so far been considered necessary requirements for overlaying three-dimensional graphical objects with live video. In this article, we describe a new approach to videobased augmented reality that avoids both requirement ..."
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Cited by 73 (0 self)
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Abstract—Camera calibration and the acquisition of Euclidean 3D measurements have so far been considered necessary requirements for overlaying three-dimensional graphical objects with live video. In this article, we describe a new approach to videobased augmented reality that avoids both requirements: It does not use any metric information about the calibration parameters of the camera or the 3D locations and dimensions of the environment’s objects. The only requirement is the ability to track across frames at least four fiducial points that are specified by the user during system initialization and whose world coordinates are unknown. Our approach is based on the following observation: Given a set of four or more noncoplanar 3D points, the projection of all points in the set can be computed as a linear combination of the projections of just four of the points. We exploit this observation by 1) tracking regions and color fiducial points at frame rate, and 2) representing virtual objects in a non-Euclidean, affine frame of reference that allows their projection to be computed as a linear combination of the projection of the fiducial points. Experimental results on two augmented reality systems, one monitor-based and one head-mounted, demonstrate that the approach is readily implementable, imposes minimal computational and hardware requirements, and generates real-time and accurate video overlays even when the camera parameters vary dynamically. Index Terms—Augmented reality, real-time computer vision, calibration, registration, affine representations, feature tracking, 3D interaction techniques. 1
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
- In 4th Int'l Symposium on Wearable Computers
, 2000
"... This pap er presents an outdoor/indoor augmented re- ality first person applic ationAR(2uake we have developal. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality applic ..."
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Cited by 61 (12 self)
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This pap er presents an outdoor/indoor augmented re- ality first person applic ationAR(2uake we have developal. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality application. We present an archire cture for a low cost, moderately accurate six degrees of freedom tracking system based on GP$, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection, colour, and input devies are discussed. A second application for AR architectural design visualisation is presented.
Hybrid Inertial and Vision Tracking for Augmented Reality Registration
, 1999
"... The biggest single obstacle to building effective augmented reality (AR) systems is the lack of accurate wide-area sensors for trackers that report the locations and orientations of objects in an environment. Active (sensor-emitter) tracking technologies require powereddevice installation, limiting ..."
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Cited by 52 (6 self)
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The biggest single obstacle to building effective augmented reality (AR) systems is the lack of accurate wide-area sensors for trackers that report the locations and orientations of objects in an environment. Active (sensor-emitter) tracking technologies require powereddevice installation, limiting their use to prepared areas that are relatively free of natural or man-made interference sources. Vision-based systems can use passive landmarks, but they are more computationally demanding and often exhibit erroneous behavior due to occlusion or numerical instability. Inertial sensors are completely passive, requiring no external devices or targets, however, the drift rates in portable strapdown configurations are too great for practical use. In this paper, we present a hybrid approach to AR tracking that integrates inertial and vision-based technologies. We exploit the complementary nature of the two technologies to compensate for the weaknesses in each component. Analysis and experimental...
Real-time Vision-Based Camera Tracking for Augmented Reality Applications
, 1997
"... Augmented reality deals with the problem of dynamically augmenting or enhancing (images or live video of) the real world with computer generated data (e.g., graphics of virtual objects). This poses two major problems: (a) determining the precise alignment of real and virtual coordinate frames for ov ..."
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Cited by 42 (3 self)
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Augmented reality deals with the problem of dynamically augmenting or enhancing (images or live video of) the real world with computer generated data (e.g., graphics of virtual objects). This poses two major problems: (a) determining the precise alignment of real and virtual coordinate frames for overlay, and (b) capturing the 3D environment including camera and object motions. The latter is important for interactive augmented reality applications where users can interact with both real and virtual objects. Here we address the problem of accurately tracking the 3D motion of a monocular camera in a known 3D environment and dynamically estimating the 3D camera location. We utilize fully automated landmark-based camera calibration to initialize the motion estimation and employ extended Kalman filter techniques to track landmarks and to estimate the camera location. The implementation of our approach has been proven to be efficient and robust and our system successfully tracks in real-tim...
Interactive virtual relighting of real scenes
- July-September 2000. [Online]. Available: http://www-sop.inria.fr/reves/Basilic/2000/LDR00
"... Abstract – Computer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and v ..."
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Cited by 38 (3 self)
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Abstract – Computer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and virtual light source modification). In particular, we concentrate on virtually modifying real light source intensities and inserting virtual lights and objects into a real scene; such changes can be very useful for virtual lighting design and prototyping. To achieve this, we present a three-step method. We first reconstruct a simplified representation of real scene geometry using semi-automatic vision-based techniques. With the simplified geometry, and by adapting recent hierarchical radiosity algorithms, we construct an approximation of real scene light exchanges. We next perform a preprocessing step, based on the radiosity system, to create unoccluded illumination textures. These replace the original scene textures which contained real light effects such as shadows from real lights. This texture is then modulated by a ratio of the radiosity (which can be changed) over a display factor which corresponds to the radiosity for which occlusion has been ignored. Since our goal is to achieve a convincing relighting effect, rather than an accurate solution, we present a heuristic correction process which results in visually plausible renderings. Finally, we perform an interactive process to compute new illumination with modified real and virtual light intensities. Our results show that we are able to virtually relight real scenes interactively, including modifications and additions of virtual light sources and objects. Index terms – Hierarchical radiosity, global illumination, interactivity, computer augmented reality, common illumination, virtual relighting. 1
Interactive common illumination for computer augmented reality
- In 8th Eurographics workshop on Rendering
, 1997
"... Abstract: The advent of computer augmented reality (CAR), in which computer generated objects mix with real video images, has resulted in many interesting new application domains. Providing common illumination between the real and synthetic objects can be very beneficial, since the additional visual ..."
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Cited by 38 (7 self)
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Abstract: The advent of computer augmented reality (CAR), in which computer generated objects mix with real video images, has resulted in many interesting new application domains. Providing common illumination between the real and synthetic objects can be very beneficial, since the additional visual cues (shadows, interreflections etc.) are critical to seamless real-synthetic world integration. Building on recent advances in computer graphics and computer vision, we present a new framework to resolving this problem. We address three specific aspects of the common illumination problem for CAR: (a) simplification of camera calibration and modeling of the real scene; (b) efficient update of illumination for moving CG objects and (c) efficient rendering of the merged world. A first working system is presented for a limited sub-problem: a static real scene and camera with moving CG objects. Novel advances in computer vision are used for camera calibration and user-friendly modeling of the real scene, a recent interactive radiosity update algorithm is adapted to provide fast illumination update and finally textured polygons are used for display. This approach allows interactive update rates on mid-range graphics workstations. Our new framework will hopefully lead to CAR systems with interactive common illumination without restrictions on the movement of real or synthetic objects, lights and cameras. 1
A Motion-Stabilized Outdoor Augmented Reality System
- Proceedings of IEEE VR '99
, 1999
"... Almost all previous Augmented Reality (AR) systems work indoors. Outdoor AR systems offer the potential for new application areas. However, building an outdoor AR system is difficult due to portability constraints, the inability to modify the environment, and the greater range of operating condition ..."
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Cited by 35 (3 self)
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Almost all previous Augmented Reality (AR) systems work indoors. Outdoor AR systems offer the potential for new application areas. However, building an outdoor AR system is difficult due to portability constraints, the inability to modify the environment, and the greater range of operating conditions. We demonstrate a hybrid tracker that stabilizes an outdoor AR display with respect to user motion, achieving more accurate registration than previously shown in an outdoor AR system. The hybrid tracker combines rate gyros with a compass and tilt orientation sensor in a near real-time system. Sensor distortions and delays required compensation to achieve good results. The measurements from the two sensors are fused together to compensate for each other's limitations. From static locations with moderate head rotation rates, peak registration errors are ~2 degrees, with typical errors under 1 degree, although errors can become larger over long time periods due to compass drift. Without our s...

