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Virtual Reality:
      An Introduction


       LNCC/MCT - UFRJ/COPPE - UNESA




Rodrigo Luis de Souza da Silva
Contents
 What is Virtual Reality
 Types of VR
 VR Devices
 VR Applications
 LNCC Projects
What is Virtual Reality
 “Virtual Reality is a way for humans to
 visualize, manipulate and interact with
 computers and extremely complex
 data”
 In “The Silicon Mirage: The Art and Science of Virtual Reality” (Steve
 Aukstakalnis & David Blatner)
Types of VR
Immersive
  (mouse, keyboard, screen, microphone etc)


Non-immersive
  (HMD, Dataglove, 3D Mouse etc)
VR Devices
 HMD (Head Mounted Display)
VR Devices
 Shutter Glasses
VR Devices
 Data Glove and 3D Joystick
VR Devices
 Immersa Desk
VR Devices
 Cave & Infinity Wall
Applications
 Building Sector
Applications
 Medicine
Applications
 Arts
Applications
 Government
Applications
 Training
Applications
 Engineering
Applications
 Scientific Data
Applications
 Distribuited
 Conferencing &
   Virtual Meeting
Applications

Distributed Engineering
LNCC Projects
 Scientific Visualization
 Low-cost Collaboration through CAVE
 VR applied in Hemodynamics
Realidade Aumentada
        Introdução

        LNCC/MCT - UFRJ/COPPE - UNESA




Rodrigo Luis de Souza da Silva
Tópicos da Apresentação
 O que é Realidade Aumentada
 Motivação
 Componentes
 Display Technologies
 Problemas
 AR vs. VE
 Bibliotecas
 ARToolKit
 Onde melhorar...
 Bibliografia
O que é Realidade Aumentada

 Variação da
 Realidade Virtual
 Convencional

 Combina objetos do
 mundo real com
 objetos do mundo
 virtual
O que é Realidade Aumentada

 Interatividade em tempo real

 Meio termo entre telepresença e
 ambientes colaborativos

 3D - Registration
Motivação

  Amplia a percepção do usuário

  Habilidade de mostrar ao usuário informações
  que não estão presentes realmente

  Auxilia usuários a realizar tarefas reais
Principais componentes de um
sistema de Realidade
Aumentada

 Gerador de cena
 Sistema de Tracking
 Display
Display technologies

 o   Optical–See-Trough
 o   Video-See-Trough
 o   Monitor-Based AR
 o   Projector-Based AR
Display technologies
  Head-Mounted Display - Optical-See-Trough
Display technologies
     Virtual Retinal Systems - Optical-See-Trough
Display technologies
    Head-Mounted Display - Video-See-Trough
Optical see-through vs. Video see-through

 Vantagens do Optical see-through
    Simplicidade (um stream e sem distorções)
    Resolução (não altera mundo real)
    Segurança (falha no sistema)
    Ausência de offset (eye-position)
Optical see-through vs. Video see-through

 Vantagens do Video see-through
    Estratégias de composição mais fáceis
    Campo de visão (distorções a distância)
    Tratamento de delays facilitado
    Mais possibilidades de registro (3D)
    Controle do brilho e contraste facilitado
Display technologies
           Monitor-based
Display technologies
     Projector Based AR
AR vs. VE

 Gerador da cena

 Display

 Dispositivos de Tracking (Registration)
Problemas da Realidade Aumentada



 Foco e contraste

 Portabilidade

 Registration
Registration Problem
 Distorção da câmera
 Erros de Tracking
 Parâmetros incorretos de visão (Calibração da
 câmera)
 Erros dinâmicos
Bibliotecas
 ARToolkit
 Intel OpenCV
 Intel IPL
 Studierstube
ARToolKit
 Biblioteca pública
 (Código Aberto)

 Capacidade de calcular
 posicionamento e
 orientação da câmera

 Objetos virtuais são
 projetados sobre os
 marcadores
ARToolkit – Como funciona?
1.   Captura de vídeo pela câmera
2.   Software procura por formas “quadradas” em cada frame
3.   Se o quadrado for encontrado, software calcula matematicamente
     a posição da câmera em relação ao mesmo
4.   Uma vez encontrada a posição da câmera, um modelo gráfico é
     renderizado na posição equivalente
5.   Por estar sendo renderizado sobre o vídeo, temos a impressão
     do objeto estar sobre o marcador
6.   Após calculada, a saída é gerada no display do usuário.
ARToolkit
ARToolKit - Examples
ARToolKit - Examples
ARToolKit - Examples
ARToolKit - Examples
ARToolKit - Examples
Onde pode melhorar...

 Abordagens Híbridas
 Sistemas em tempo real
 Portabilidade
 Custo
Bibliografia
 AZUMA, R. T. A Survey of Augmented Reality. Presence: Teleoperators and Virtual
 Environments 6, 4 (August 1997), 355 - 385. Earlier version appeared in Course
 Notes #9: Developing Advanced Virtual Reality Applications, ACM SIGGRAPH (Los
 Angeles, CA, 6-11 August 1995), 20-1 to 20-38.
 TUCERYAN, M. et al. Calibration Requirements and Procedures for a Monitor-Based
 Augmented Reality System (1995). IEEE Transactions on Visualization and
 Computer Graphics.
 RASKAR, R. LOW, K. Interacting with Spatially Augmented Reality. ACM Afrigraph,
 2001.
 SCHWANN, G. Physically Based Animation in an Augmented Reality Environment.
 CESCG, 2001.

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Virtual Reality: An Introduction