Title: AugmentedReality
1Augmented-Reality
2Augmented-Reality
- Augmented- Reality Definition
- Augmented Reality vs. Virtual Reality
- Visual Display Systems for AR
- Video Keying and Image Registration
- System Design Issues
- Augmented Reality Application
3Augmented Reality Definition
- Augmented Reality is a growing area in virtual
reality area. - An Augmented Reality system generates a composite
view for the user. Its a combination of the real
scene viewed by the user and a virtual scene
generated by the computer that augments the scene
generated by the computer that augmented the
scene with additional information.
4Augmented Reality Definition
- Typically, the real-world visual scene in an AR
display is captured by video or directly viewed. - Most current AR displays are designed using
see-through HMDs which allow the observer to view
the real world directly with the naked eye. - If video is used to capture the real world, one
may use either an opaque HMD or screen-based
system to view the scene.
5AR vs. VR
- Virtual Reality a computer generated,
interactive, three-dimensional environment in
which a person is immersed.(Aukstakanis and
Blatner, 1992) - Virtual Environment is a computer generated three
dimensional scene which requires high performance
computer graphics to provide an adequate level
of realism. - The virtual world is interactive. A user requires
real-time response from the system to be able to
interact with it in an effective manner. - The user is immersed in this virtual environment.
6AR vs . VR
- VR the user is completely immersed in an
artificial world and becomes divorced from the
real environment. The generated world consists
entirely of computer graphics.
7AR vs. AR
- VR strives for a totally immersive environment.
The visual, and in some systems aural and sense
are under control of the system. - In contrast, an AR system is augmenting the real
world sense of presence in that world. The
virtual images are merged with the real view to
create the augmented display.
8AR vs. VR
- For some applications , it may be desirable to
use as much as possible real world in the scene
rather creating a new scene using computer
imagery. For example, in medical applications,
the physician must view the patient to perform
surgery, in telerobotics the operator must view
the remote scene in order to perform tasks.
9AR vs. VR
- A main motivation for the use of AR relates to
the computational resources necessary to generate
and update computer-generated scene. In VR, The
more complex the scene, the more computational
resource needed to render the scene. - AR can maintain the high-level of detail and
realistic shading that one finds in the real
world.
10AR vs. VR
- NO simulator sickness. Vertigo, dizziness
introduced by sensory mismatch within display
environment can be a problem when one uses an HMD
to view a virtual world. - If the task is to show an annotation to the real
world.
11Visual Display System for AR
- Hardware for display visual images
- A position and orientation sensing system
- Hardware for combining the computer graphics and
video images into one signal - The associated system software
12Visual Display System for AR
- There are two main ways in which the real world
and the computer generated imagery may be
combined to form an augmented scene. - Direct viewing of the real world with overlaid
computer generated imagery as an enhancement.In
this case, the the real world and the CG images
are combined optically. - Combining the camera-captured video of the real
world with CG imagery viewed using either an
opaque HMD, or a screen-based display system.
13Visual Display System for AR
- Two basic types of AR system
- Opaque HMD or screen-based AR.
- These systems can be used to view local or remote
video views of real world scenes, combined with
overlaid CG.The viewing of a remote scene is an
integral component of telepresence applications. - Transparent HMD AR.
- This system allows the observer to view the real
world directly using half-silvered mirrors with
CG electronically composited into the image. An
advantage id that the real-world can be directly
viewed and manipulated.
14Visual Display System for AR
15Video Keying
- Relevant when an opaque HMD with video input is
used to create an AR scene. Video and synthetic
image are mixed using a video keyer to form an
integrated scene. - Video Keying is a process that is widely used in
television, film production and CG. (weather
report)
16Video Keying
- When using video keying to design AR scenes, one
signal contains the foreground image and the
other one contains the background image. The
keyer combines the two signal to produce a
combined video which is then sent to the display
device.
17Video Keying
- Keying can be done using composite or component
video signals. - A composite video signal contains information
about color, luminance, and synchronization, thus
combining three piece of information into one
signal. - With component video, luminance synchronization
are combined, but chroma information is delivered
separately.
18Video Keying
- Chroma keying involves specifying a desired
foreground key color. Foreground areas containing
the keying color are then electronically replaced
with the background image. This results in the
background image being replaced with the fore
ground image in areas where the background image
contains chroma color. - Blue is typically used for chroma keying
(Chromakey blue) rarely shows up in human skin
tones.
19Video Keying
- If a video image of the real world is chosen as
the foreground image, parts of the scene that
should show the computer-generated world are
rendered blue. - In contrast, if video of the real world is chosen
as the background image, the computer generated
environment will be located in the foreground.
20Video Keying
21Video Keying
- A luminance keyer works in a similar manner to a
chroma keyer, however, a luminance keyer combines
the background image wherever the luminance
values are below a certain threshold. - Luminance and chroma keyers both accomplish the
same function but usa of a chroma keyer can
result in a sharper key and has greater
flexibility, whereas a luminance keyer is
typically lower resolution and had less
flexibility.
22Z-keying
23Z-keying
- Figure is a schema of the z-key method. The
z-key method requires images with both depth
information (depth map) as inputs. The z-key
switch compares depth information of two images
for each pixel, and connects output to the image
which is the nearer one to the camera. The result
of this is that real and virtual objects can
occlude each other correctly. This kind of
merging is impossible by the chroma-key method,
even if it is accompanied with some other
positioning devices such as magnetic or acoustic
sensor, since these devices provide only a gross
measurement of position.
24Image Registration
- Its required that the computer generated images
accurately register with the surroundings in the
real world. In certain applications, image
registration is crucial. - In terms of developing scenes for AR displays,
the problem of image registration, or positioning
of the synthetic objects within the scene in
relation to real objects, is both a difficult and
important technical problem to solve.
25Image Registration
- With applications that require close
registration, accurate depth information has to
be retrieved from the real world in order to
carry out the calibration of the real and
synthetic environments. Without an accurate
knowledge of the geometry of the real world and
computer-generated scene, exact registration is
not possible.
26System Design Issues
- Frame rate, update rate, system delays, and the
range and sensitivity of the tracking sensors. - Frame rate is a hardware-controlled variable
determining the number of images presented to the
eye per second. AR displays which show stereo
images alternatively to the left and right eye
typically use a scan rate doubler to transmit 120
frames per second so that each eye has an
effective frame rate of 60 Hz.
27System Design Issues
- Update rate of the display is the rate at which
new images are presented to the viewer. - With a low update rate, if the user using an AR
display moves his head, the real and
computer-generated images will no longer be
registered until the next update. Small errors in
registration are easily detectable by the visual
system. - What limits the update rate is the relationship
between the complexity of the scene and the
computational power of the computer system used
to generate the scene. This relationship is esp.
important for computationally intensive
applications such as medical imaging.
28System Design Issues
- The lag in image generation and tracking is
noticeable in all HMDs but is dramatically
accentuated with see-through HMDs. This is an
crucial problem if exact image registration is
required. - There are two types of system delays which will
affect performance in AR computational and
sensor delays. - As the complexity of the CG image increases, the
computational delay is a major factor determining
the update of a display. - In addition, sensor delay, the time requires
updating the display, is an important variable in
determining performance in augmented reality. - Many HMD-based systems have combined latencies
over 100ms, which become very noticeable.
29System Design Issues
- Sensor sensitivity
- The head-tracking requirements for AR displays.
- A tracker must be accurate to a small fraction of
a degree in orientation and a few millimeters in
position. - Errors in head orientation(pitch, roll, yaw)
affect image registration more so than error in
position(x, y, z), leading to the more stringent
requirements for head-orientation tracking. - Positional tracking errors of no more than 1 to 2
mm are maximum for AR system.
30 System Design Issues
- In addition to visual factors, cognitive factors
should be considered in the design as well. - Users of systems form mental models of the system
they interact with and the mental model they form
influence their performance. - With AR displays the designer must take into
account two mental models of the environment, the
mental model of the synthetic imagery and of the
real image. - The challenge will be to integrate the two
stimuli in such a way that a single mental model
will be formed of the augmented scene.
31 System Design Issues
Integrated Mental Model
Mental Model of real envoronment
Mental Model of synthetic envoronment
Virtual world stimuli Auditory, haptic, visual
Real world stimuli Auditory, haptic, visual
32Augmented-Reality Application
- Medical
- Entertainment
- Military Training
- Engineering Design
- Robotics and Telerobotics
- Manufacture, Maintenance and Repair
- Consumer Design
33Augmented-Reality Application
- Medical
- Most of the medical applications deal with image
guided surgery. Pre-operative imaging studies,
such as CT or MRI scans, of the patient provide
the surgeon with the necessary view of the
internal anatomy. From these images the surgery
is planned. Visualization of the path through the
anatomy to the affected area where, for example,
a tumor must be removed is done by first creating
a 3D model from the multiple views and slices in
the preoperative study. AR can be applied so that
the surgical team can see the CT or MRI data
correctly registered on the patient in the
operation theater while the procedure is
progressing. Being able to correctly register the
images at the point will enhance the performance
of the surgical team and eliminate the need for
the painful and cumbersome stereotactic frames
currently used for registration.
34Augmented-Reality Application
35Augmented-Reality Application
- Entertainment
- Weather report
- Virtual studio
- Movie special effect
- Advertisement
36Augmented-Reality Application
- Military Training
- The military has been using display in cockpits
that present information to the pilot on the
windshield of the cockpit or the visor of their
flight helmet. This is a form fo AR display.
37Augmented-Reality Application
- Engineering Design
- Distributed Coollaberation
- Product visualizatoin
The scenario for this application consists of an
office manager who is working with an interior
designer on the layout of a room. The office
manager intends to order furniture for the room.
On a computer monitor the pair see a picture of
the room from the viewpoint of the camera. By
interacting with various manufacturers over a
network, they select furniture by querying
databases using a graphical paradigm. The system
provides descriptions and pictures of furniture
that is available from the various manufactures
who have made models available in their
databases. Pieces or groups of furniture that
meet certain requirements such as colour,
manufacturer, or price may be requested. The
users choose pieces from this "electronic
catalogue" and 3D renderings of this furniture
appear on the monitor along with the view of the
room. The furniture is positioned using a 3D
mouse. Furniture can be deleted, added, and
rearranged until the users are satisfied with the
result they view these pieces on the monitor as
they would appear in the actual room. As they
move the camera they can see the furnished room
from different points of view.
38Augmented-Reality Application
- Robotics and Telerobotics
39Augmented-Reality Application
- Manufacturing, Maintenance, and Repair
- One application area that is currently being
explored involves mechanical maintenance and
repair. In this scenario a mechanic is assisted
by an AR system while examining and repairing a
complex engine. The system may present a variety
of information to the mechanic. Annotations may
identify the name of parts, describe their
function, or present other important information
like maintenance or manufacturing records. AR may
lead the mechanic through a specific task by
highlighting parts that must be sequentially
removed and showing the path of extraction. The
system may also provide safety information. Parts
that are hot or electrified can be highlighted to
constantly remind the mechanic of the danger of
touching them. The mechanic may also be assisted
by a remote expert who can control what
information is displayed on the mechanic's AR
system.
40Augmented-Reality Application
- Consumer Design
- House Design
- Fashion, beauty industry
- .
41Reference
- http//www.cs.rit.edu/jrv/research/ar/
- Virtual Environments and Advanced Interface
Design, edited by Woodrow Barfield, Thomas
A.Furness III
42- Augmented Reality Sites - North America
- MIT
- Image Guided Surgery home page
- Intelligent Room project
- J P Mellor's home page
- Media Lab Wearable Computer page
- CMU
- Z-Key project
- Magic Eye project
- Columbia University
- Virtual Worlds research
- Architectural Anatomy
- University of North Carolina - Chapel Hill
- Ultrasound Visualization Research
- Hybrid Tracking Research
- Latency in Augmented Reality
- Ronald Azuma's Augmented Reality page
- Telepresence Research Group
- Rich Holloway's Home Page