Lecture 8
Transcription
Lecture 8
Milgram’ Milgram’s RealityRealityVirtuality continuum Virtual Reality Technology and Programming Mixed Reality Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment TNM086: Lecture 08: Augmented Reality Reality - Virtuality (RV) Continuum Adapted from Milgram, Takemura, Utsumi, Kishino. Augmented Reality: A class of displays on the reality-virtuality continuum (Based on the MUM2003 Tutorials by Mark Billinghurst and Mark Ollila) Augmented Reality Virtual Reality: Replaces Reality Augmented Reality: Enhances Reality Example AR image – Immersive Displays Youngkwan Cho, STAR system – SeeSee-through Displays Characteristics – Combines Real and Virtual Images – Interactive in realreal-time – Registered in 3D Why Augmented Reality ? Virtual Reality is Ideal for: – Replacing the Real World – Simulation, Training, Games Is AR easier/harder than VR? Rendering: easier – There’ There’s less of it! Display (resolution, FOV, colour): colour): easier? Tracking and sensing *Much* harder: – But we need faster updates – Greater bandwidth requirements (video, range data, etc.) – Support occlusion, general environmental knowledge – A big problem for registration! Augmented Reality is Ideal for: – Enhancing the real world – Sophisticated interaction in the real world “Intelligence Amplification” Amplification” Portability: – VE: User stays in one place – in the VE – AR: User moves to task – In the real world Additional problems of AR A Brief History of AR (1) Computer graphics: faster updates – Objects must appear in the right place in the real world 1960’ 1960’s: Sutherland / Sproull’ Sproull’s first HMD system was seesee-through Tracking must be: – more accurate With respect to the real world – Faster Stay aligned with the real world So artificial objects are correctly ‘registered’ registered’ A Brief History of AR (2) Early 1990’ 1990’s: Boeing coined the term “AR.” AR.” – Wire harness assembly application Early 1990’ 1990’s: UNC ultrasound project 1994: Motion stabilized display 1994: Fiducial tracking in video seesee-through AR Applications Medicine Manufacturing Training Architecture Museum A Brief History of AR (3) 1996: UNC hybrid electromagneticelectromagnetic-vision tracker 1998: Dedicated conferences begin Late 90’ 90’s: Collaboration, outdoor, interaction 2000: Augmented sports broadcasts Medical “X-ray vision” vision” for surgeons Aid visualization, minimallyminimally-invasive operations. Training. MRI, CT data. – Ultrasound project, UNC Chapel Hill. Courtesy UNC Chapel Hill Assembly and Maintenance Applications: annotated environment © 1996 S. Feiner, B. MacIntyre, & A. Webster, Columbia University Public and private annotations Aid recognition, “extended memory” memory” – Libraries, maps [Fitzmaurice93] – Windows [Columbia] – Mechanical parts [many places] – Reminder notes [Sony, MIT Media Lab] – Navigation and spatial information access © 1993 S. Feiner, B. MacIntyre, & D. Seligmann, Columbia University Application: broadcast augmentation Annotation pictures Columbia University – – – © 1993 S. Feiner, B. MacIntyre, M. Haupt, & E. Solomon, Columbia University Adding virtual content to live sports broadcasts “First down” down” line in American football Hockey puck trails, virtual advertisements National flags in swimming lanes in 2000 Olympics Commercial application – Princeton Video Image is one company http://www.pvihttp://www.pvi-inc.com/ inc.com/ HRL Broadcast Examples Key AR Technologies Input – Tracking technologies – Input devices Output – Display (visual, audio, haptic) – Fast Image Generation Optical seesee-through HMD Virtual images from monitors AR Displays Real World Optical seesee-through HMDs Optical Combiners Video seesee-through HMD Virtual Vision VCAP Video cameras Video Graphics Monitors Combiner Sony Glasstron Video seesee-through HMD Strengths of optical AR Simpler (cheaper) Direct view of real world – Full resolution – No lag (time delay) At least for the real world – Safety – Lower distortion MR Laboratory’s COASTAR HMD (Co-Optical Axis See-Through Augmented Reality) Parallax-free video see-through HMD No eye displacement The Virtual Retinal Display Strengths of video AR True occlusion Digitized image of real world – rather than composited as in optical – Flexibility in composition – Matchable time delays – More registration, calibration strategies Wide FOV is easier to support Image scanned onto retina Commercialized through Microvision – Nomad System - www.mvis.com Video Monitor AR Video cameras Monitor Brains and Bricks… Bricks… (Stereo glasses) AR interface for visualizing sensor data – Using portable video seesee-through device – Commonly available technology. A mobile phone. Video Graphics Combiner ProjectorProjector-based AR Example of projectorprojectorbased AR User (possibly head-tracked) Projector Real objects with retroreflective covering Examples: Raskar, UNC Chapel Hill Inami, Tachi Lab, U. Tokyo Ramesh Raskar, UNC Chapel Hill Projection screen AR Projection Screen AR Place static (angled?) glass screen (window) between user and real world Project on screen with (angled?) displays Align displayed objects with real world by tracking user’ user’s head – Or by other means? User (possibly head-tracked) Virtual object Projector ‘Window’ Real objects The importance of tracking Tracking is the basic enabling technology for Augmented Reality Tracking is significantly more difficult in AR than in Virtual Environments AR Tracking – Realistic merged realreal-virtual environment – Greater precision is required – Latency can not be tolerated. Sources of registration errors Static errors – – – – Optical distortions Mechanical misalignments Tracker errors Incorrect viewing parameters Dynamic errors – System delays (largest source of error) For an ‘arms length’ length’ display: – 1 ms delay ~ 1/3 mm registration error Types of Trackers – Mechanical Armature with position sensors – Electromagnetic AC or DC field emmitors/sensors Compass – Optical Target tracking (LEDs (LEDs,, beads) Line of sight, may require landmarks to work well. Computer vision is computationallycomputationally-intensive – Acoustic Ultrasonic – Inertial & dead reckoning Acceleration and impulse forces Sourceless but drifts – GPS Outdoor Augmented Reality Accuracy not great Line of sight, jammable – Hybrid Fiducial tracking Markers… Markers… Since we have a real world… world… …and (often) a video capture of it We can use the real world to track: – Use object tracking (hard) or… or… – Use fiducial ‘markers’ markers’ to provide position, scale and orientation information Can look like anything Can be attached to anything May not be visible in the scene: – Video ‘seesee-through’ through’ can overpaint them Must be easily identified Must be distinct and clearly orientable Natural Feature Tracking Goal: – Overlay virtual imagery onto normal printed material (maps, photos, etc) Method: – AR registration based on matching templates generated from image texture Hard to do reliably and *generally* – Markers are easier and more reliable ARToolKit Enabling technology Library for visionvision-based AR applications – Open Source, multimulti-platform Solves two significant problems in AR Hardware Camera Computer – 320x240+ – Pentium 500Mhz+ – 3D graphics video card – Video capture card – Tracking – Interaction Overlays 3D virtual objects on real markers – Uses single tracking marker – Determines camera pose information (6 DOF) ARToolKit Website http://www.hitl.washington.edu/artoolkit http://www.hitl.washington.edu/artoolkit// HMD (optional) – Video seesee-through or Optical seesee-through – Binocular or Monocular Typical ARToolKit System ARToolKit Coordinate Frame Pentium 4 2Ghz PC - €1000 Good ‘gaming’ gaming’ graphics cardcard- €200 Video capture card - €50 Marshall Board CCD Camera - €200 Sony Glastron PLMPLM-A35 - €400 VGA to NTSC converter - €100 Total Cost ~ US€ US€1950 Tangible AR Coordinate Frames ARToolKit Tracking ARToolKit - Computer vision based tracking libraries Tracking Limitations Computer vision based – Camera pose found only when marker is visible – Shadows/lighting can affect tracking – Tracking range varies with marker size – Tracking accuracy varies with marker angle – Tracking speed decreases with the number of visible markers An ARToolKit Application Basic Outline – – – – – – Step1. Image capture & display Step2. Marker detection Step3. Marker identification Step4. Getting 3D information Step5. Object Interactions Step6. Display virtual objects AR interfaces as context based information browsers Information is registered to realreal-world context – Hand held AR displays AR Interaction VideoVideo-seesee-through (Rekimoto (Rekimoto,, 1997) Magnetic trackers or computer vision Interaction – Manipulation of a window into information space Applications – ContextContext-aware information displays AR Interfaces as 3D data browsers 3D virtual objects are registered in 3D 3D AR Interfaces – SeeSee-through HMDs, HMDs, 6 DOF optical, magnetic trackers – “VR in Real World” World” Interaction – 3D virtual viewpoint control Virtual objects in 3D physical space - can be freely manipulated – SeeSee-through HMDs and 6DOF headhead-tracking are required – 6DOF magnetic, ultrasonic, etc. hand trackers for input Interaction – Viewpoint control – Traditional 3D UI interaction: Applications – Visualization, guidance, training Augmented Surfaces Images are projected on a surface – back or overhead projection Collaborative Kiyokawa, et al. 2000 Tangible AR: Generic Interface Semantics Tiles semantics – data tiles – operation tiles Physical objects are used as controls for virtual objects – Tracked on the surface – Virtual objects are registered to the physical objects – Physical embodiment of the user interface elements manipulation, selection, adding, removing... menu clipboard trashcan help Operation on tiles – proximity – spatial arrangements – spacespace-multiplexed SpaceSpace-multiplexed Interface Tangible AR: TimeTimemultiplexed interaction Use of natural physical object manipulations to control virtual objects VOMAR Demo – Catalog book: Turn Data authoring in Tiles VOMAR Interface over the page – Paddle operation: Push, shake, incline, hit, scoop Summary Face to face collaboration – AR often preferred over immersive VR – AR facilitates seamless/natural communication Remote Collaboration – AR spatial cues can enhance communication – AR conferencing improves video conferencing – Many possible confounding factors Promising Research Directions Natural Feature Tracking Outdoor (out of lab) AR UI Design Other Modalities HMD Design AR on Everyday Devices Natural feature tracking Matris Project – Collaboration between LiU – ISY C&C – Sensor Fusion - Fredrik Gustafsson – IDA CVL – Computer Vision - Michael Felsberg Fraunhofer Institute BBC Christian-Albrechts-University, Xsens Kiel, Germany Technologies, Netherlands Matris Tracker