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LECTURE 9:
AR TECHNOLOGY
COMP 4010 – Virtual Reality
Semester 5 – 2019
Bruce Thomas, Mark Billinghurst, Gun Lee
University of South Australia
Oct 8th 2019
Lecture 8: Recap
• Augmented Reality
• Defining Characteristics [Azuma 97]:
•Combines Real and Virtual Images
• Both can be seen at the same time
•Interactive in real-time
• The virtual content can be interacted with
•Registered in 3D
• Virtual objects appear fixed in space
Augmented Reality
1977 – Star Wars
History Summary
•1960’s – 80’s: Early Experimentation
•1980’s – 90’s: Basic Research
• Tracking, displays
•1995 – 2005: Tools/Applications
• Interaction, usability, theory
•2005 - : Commercial Applications
• Games, Medical, Industry
2005 - Mobile Phone AR
•Mobile Phones
• camera
• processor
• display
•AR on Mobile Phones
• Simple graphics
• Optimized computer vision
• Collaborative Interaction
2008 - Browser Based AR
• Flash + camera + 3D graphics
• ARToolKit ported to Flash
• High impact
• High marketing value
• Large potential install base
• 1.6 Billion web users
• Ease of development
• Lots of developers, mature tools
• Low cost of entry
• Browser, web camera
• Weak AR
• Imprecise tracking
• No knowledge of environment
• Limited interactivity
• Handheld AR
• Strong AR
• Very accurate tracking
• Seamless integration into real world
• Natural interaction
• Head mounted AR
Strong vs. Weak AR
Augmented Reality Today
•Key Technologies Available
• Robust tracking (Computer Vision, GPS/sensors)
• Display (Handheld, HMDs)
• Input Devices (Kinect, etc)
• Developer tools (Vuforia, ARToolKit)
•Commercial Business Growing
• Gaming, GPS/Mobile, Online Advertisement
• >$3Billion USD in 2017
AR Business Today
• Marketing
• Web-based, mobile
• Mobile AR
• Geo-located information and service
• Driving demand for high end phones
• Gaming
• Mobile, Physical input (Kinect, PS Move)
• Upcoming areas
• Manufacturing, Medical, Military
AR Commercial Landscape
• Web based AR
• Flash, HTML 5 based AR
• Marketing, education
• Outdoor Mobile AR
• GPS, compass tracking
• Viewing Points of Interest in real world
• Eg: Junaio, Layar, Wikitude
• Handheld AR
• Vision based tracking
• Marketing, gaming
• Location Based Experiences
• HMD, fixed screens
• Museums, point of sale, advertising
Typical AR Experiences
AR TECHNOLOGY
Augmented Reality
1977 – Star Wars
Technology Requirements
• Combining Real and Virtual Images
• Needs - Display technologies
• Interactive in Real-Time
• Needs - Input and interactive technologies
• Registered in 3D
• Needs - Viewpoint tracking technologies Display
Processing
Input Tracking
AR DISPLAYS
Display Technologies
• Types (Bimber/Raskar 2005)
• Head attached
• Head mounted display/projector
• Body attached
• Handheld display/projector
• Spatial
• Spatially aligned projector/monitor
Bimber, O., & Raskar, R. (2005). Spatial augmented reality: merging real and virtual
worlds. CRC press.
DisplayTaxonomy
Great Books for Background
• Spatial Augmented Reality, Displays; Fundamentals & Applications
• Both by Oliver Bimber
HEAD MOUNTED DISPLAYS
Head Mounted Displays (HMD)
• Display and Optics mounted on Head
• May or may not fully occlude real world
• Provide full-color images
• Things to considerations
• Wearability
• Brightness
• Power consumption
• Resolution, Field of View
• Cost
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Optical See-Through HMD (OSTHMD)
Virtual images
from monitors
Real
World
Optical
Combiners
Optical See-Through HMD
Epson Moverio BT-35E
▪ Stereo see-through display ($1,200 AUD)
▪ 1280 RGB x 720 pixels, 23 degree FOV, 30Hz,
▪ USB-C, HDMI connectors
▪ 5mp camera, GPS, gyro, accelerometer
View Through Optical See-Through HMD
Big data visualization on Microsoft HoloLens
Other Optical See-Through Displays
• Microsoft HoloLens - $3,000 USD
• Wearable computer
• Waveguide displays
• https://www.microsoft.com/hololens
• Meta Meta2 - $1,500 USD
• Wide field of view (90 degrees)
• Tethered display
• https://www.metavision.com/
• Mira Prism - $100 USD
• Smart phone based
• Wide field of view
• https://www.mirareality.com/
Project North Star (Leap Motion)
• http://blog.leapmotion.com/northstar/
• Open source OSTHMD
• 100 degree FOV, 120 Hz, 2 x 1600x1440 pixel displays
• Hand tracking using Leap Motion hardware
Demo: Project North Star
• https://www.youtube.com/watch?v=yN0EGBo74j8
Strengths and Weaknesses
• Pros
• Simpler design (cheaper)
• Direct view of real world
• Full resolution, no time delay (for real world)
• Safety, Lower distortion
• No eye displacement
• Cons
• No occlusion of real world (image see-through)
• Wide field of view can be difficult
Optics Design for OSTHMD
DisplayTechnology
• Curved Mirror
• off-axis projection
• curved mirrors in front of eye
• high distortion, small eye-box
• Waveguide
• use internal reflection
• unobstructed view of world
• large eye-box
Example: Sony Waveguide Display
• https://www.youtube.com/watch?v=G2MtI7asLcA
See-throughThin Displays (Waveguide)
• Waveguide techniques for thin see-through displays
• Wider FOV, enable AR applications
• Social acceptability
Opinvent Ora
Lumus DK40
Example: Sony Smart EyeGlasses
• https://www.youtube.com/watch?v=kYPWaMsarss
Video See-Through HMD (VSTHMD)
Video
cameras
Monitors
Graphics
Combiner
Video
Video See-Through HMD
Vuzix Wrap 1200DXAR (Discontinued)
▪ Stereo video see-through display ($1500)
■Twin 852 x 480 LCD displays, 35 deg. FOV
■Stereo VGA cameras
■3 DOF head tracking
■https://www.vuzix.com/Products/LegacyProduct/4
View Through a Video See-Through HMD
Varjo XR-1
• https://varjo.com/products/xr-1/
• Video pass through
• 2 x 12 megapixel cameras at 90 Hz, < 15 ms latency
• 80 degree FOV, 1440 x 1600 resolution per eye
• https://www.youtube.com/watch?v=vaLMp_mqetI
• Pros
• True occlusion
• AR pixels block video pixels
• Digitized image of real world
• Flexibility in composition, match time delays
• Wide FOV is easier to support
• Wide FOV camera
• Cons
• No direct view, latency
Strengths and Weaknesses
VST vs. OST HMD
VSTHMD OSTHMD
Eye Multiplexed Display
• See content in periphery
• Virtual image “inset” into the real world
Example:Google Glass
ViewThrough Google Glass
https://www.youtube.com/watch?v=fNATuCkRWFE
Vuzix M-100
▪ Monocular multiplexed display ($1000)
■852 x 480 LCD display, 15 deg. FOV
■5 MP camera, HD video
■GPS, gyro, accelerometer
SPATIAL AUGMENTED REALITY
Spatial Augmented Reality
• Project onto irregular surfaces
• Geometric Registration
• Projector blending, High dynamic range
• Book: Bimber, Rasker “Spatial Augmented Reality”
Projector-based AR
Examples:
Raskar, MIT Media Lab
Inami, Tachi Lab, U. Tokyo
Projector
Real objects
with retroreflective
covering
User (possibly
head-tracked)
Example of Projector-BasedAR
Ramesh Raskar, MIT
Example of Projector-BasedAR
Ramesh Raskar, MIT
Head Mounted Projector
• NVIS P-50 HMPD
• 1280x1024/eye
• Stereoscopic
• 50 degree FOV
• www.nvis.com
HMD vs.HMPD
Head Mounted Display Head Mounted Projected Display
Tilt5 - https://www.tiltfive.com/
• Stereo head worn projectors
• Interactive wand
• Rollible retro-reflective sheet
• Designed for shared interaction
Demo: Tilt5
https://www.youtube.com/watch?v=XPOgLt_73cY
OTHER AR DISPLAYS
Video MonitorAR
Video
cameras Monitor
Graphics Combiner
Video
Stereo
glasses
Examples
Alternate Displays
LCD Panel Laptop PDA
Handheld Displays
•Mobile Phones
• Camera
• Display
• Input
OtherTypes ofAR Display
• Audio
• spatial sound
• ambient audio
• Tactile
• physical sensation
• Haptic
• virtual touch
AR INTERACTION
Interacting with AR Content
• You can see AR images ..
how can you interact with it?
Typical Interaction Methods
• Handheld Display (phone, tablet)
• Touch screen, device motion
• Head mounted display
• Handheld controller
• Speech, gesture, touch
• Physical manipulation
• Spatial AR
• Body motion
• Physical manipulation
Gestural interfaces
• 1. Micro-gestures
• (unistroke, smartPad)
• 2. Device-based gestures
• (tilt based examples)
• 3. Embodied interaction
• (eye toy)
Mobile Device Motion
• Interact by moving handheld display
• Use IMU to detect shaking, rotation, etc
• Treat device as controller
Example: AR Paparazzi Game
• https://www.youtube.com/watch?v=MIGH5WGMnbs
Tangible Interaction
• Use objects in the real world to interact with AR content
• Attach AR content to real objects
Example: Stic Stac
https://vimeo.com/295222550
HMD Gesture Interaction
• Simple click gestures
• Head point and air tap
• Natural two handed gestures
• Full hand tracking, direction manipulation
Hololens Gestures
• Set of basic gestures
• Air Tap = select, Bloom = open
• Easy to remember and execute
BloomAir Tap
https://www.youtube.com/watch?v=wogJv5v9x-s
Embodied Interaction
• Use whole body to interact with AR
• Popular for “Magic Mirror” Interface
• Natural Interaction
• https://www.youtube.com/watch?v=UXIP2AoQPlU
AR TRACKING AND
REGISTRATION
AR RequiresTracking and Registration
• Registration
• Positioning virtual object wrt real world
• Fixing virtual object on real object when view is fixed
• Tracking
• Continually locating the users viewpoint when view moving
• Position (x,y,z), Orientation (r,p,y)
AR TRACKING
Tracking Requirements
• Augmented Reality Information Display
• World Stabilized
• Body Stabilized
• Head Stabilized
Increasing Tracking
Requirements
Head Stabilized Body Stabilized World Stabilized
Tracking Technologies
§ Active
• Mechanical, Magnetic, Ultrasonic
• GPS, Wifi, cell location
§ Passive
• Inertial sensors (compass, accelerometer, gyro)
• Computer Vision
• Marker based, Natural feature tracking
§ Hybrid Tracking
• Combined sensors (eg Vision + Inertial)
Tracking Types
Magnetic
Tracker
Inertial
Tracker
Ultrasonic
Tracker
Optical
Tracker
Marker-Based
Tracking
Markerless
Tracking
Specialized
Tracking
Edge-Based
Tracking
Template-Based
Tracking
Interest Point
Tracking
Mechanical
Tracker
MechanicalTracker
•Idea: mechanical arms with joint sensors
•++: high accuracy, haptic feedback
•-- : cumbersome, expensive
Microscribe
MagneticTracker
• Idea: coil generates current when moved in
magnetic field. Measuring current gives position
and orientation relative to magnetic source.
• ++: 6DOF, robust
• -- : wired, sensible to metal, noisy, expensive
Flock of Birds (Ascension)
InertialTracker
• Idea: measuring linear and angular orientation rates
(accelerometer/gyroscope)
• ++: no transmitter, cheap, small, high frequency, wireless
• -- : drifts over time, hysteresis effect, only 3DOF
IS300 (Intersense)
Wii Remote
UltrasonicTracker
• Idea: time of Flight or phase-Coherence Sound Waves
• ++: Small, Cheap
• -- : 3DOF, Line of Sight, Low resolution, Affected by
environmental conditons (pressure, temperature)
Ultrasonic
Logitech IS600
Global Positioning System (GPS)
• Created by US in 1978
• Currently 29 satellites
• Satellites send position + time
• GPS Receiver positioning
• 4 satellites need to be visible
• Differential time of arrival
• Triangulation
• Accuracy
• 5-30m+, blocked by weather, buildings etc.
Mobile Sensors
• Inertial compass
• Earth’s magnetic field
• Measures absolute orientation
• Accelerometers
• Measures acceleration about axis
• Used for tilt, relative rotation
• Can drift over time
OPTICAL TRACKING
Why Optical Tracking for AR?
• Many AR devices have cameras
• Mobile phone/tablet, Video see-through display
• Provides precise alignment between video and AR overlay
• Using features in video to generate pixel perfect alignment
• Real world has many visual features that can be tracked from
• Computer Vision well established discipline
• Over 40 years of research to draw on
• Old non real time algorithms can be run in real time on todays devices
Common AR Optical Tracking Types
• Marker Tracking
• Tracking known artificial markers/images
• e.g. ARToolKit square markers
• Markerless Tracking
• Tracking from known features in real world
• e.g. Vuforia image tracking
• Unprepared Tracking
• Tracking in unknown environment
• e.g. SLAM tracking
Marker Tracking
• Available for more than 10 years
• Several open source solutions
• ARToolKit, ARTag, ATK+, etc
• Fairly simple to implement
• Standard computer vision methods
• A rectangle provides 4 corner points
• Enough for pose estimation!
Demo: ARToolKit
https://www.youtube.com/watch?v=TqGAqAFlGg0
Marker Based Tracking: ARToolKit
http://www.artoolkit.org
Tracking challenges inARToolKit
False positives and inter-marker confusion
(image by M. Fiala)
Image noise
(e.g. poor lens, block
coding /
compression, neon tube)
Unfocused camera,
motion blur
Dark/unevenly lit
scene, vignetting
Jittering
(Photoshop illustration)
Occlusion
(image by M. Fiala)
Other MarkerTracking Libraries
But - You can’t cover world with ARToolKit Markers!
Markerless Tracking
Magnetic Tracker Inertial
Tracker
Ultrasonic
Tracker
Optical
Tracker
Marker-Based
Tracking
Markerless
Tracking
Specialized
Tracking
Edge-Based
Tracking
Template-Based
Tracking
Interest Point
Tracking
• No more Markers! èMarkerless Tracking
Mechanical
Tracker
Natural Feature Tracking
• Use Natural Cues of Real Elements
• Edges
• Surface Texture
• Interest Points
• Model or Model-Free
• No visual pollution
Contours
Features Points
Surfaces
TextureTracking
Tracking by Keypoint Detection
• This is what most trackers do…
• Targets are detected every frame
• Popular because
tracking and detection
are solved simultaneously
Keypoint detection
Descriptor creation
and matching
Outlier Removal
Pose estimation
and refinement
Camera Image
Pose
Recognition
What is a Keypoint?
• It depends on the detector you use!
• For high performance use the FAST corner detector
• Apply FAST to all pixels of your image
• Obtain a set of keypoints for your image
• Describe the keypoints
Rosten, E., & Drummond, T. (2006, May). Machine learning for high-speed corner detection.
In European conference on computer vision (pp. 430-443). Springer Berlin Heidelberg.
FAST Corner Keypoint Detection
Example:FAST Corner Detection
https://www.youtube.com/watch?v=pJ2xSrIXy_s
Descriptors
• Describe the Keypoint features
• Can use SIFT
• Estimate the dominant keypoint
orientation using gradients
• Compensate for detected
orientation
• Describe the keypoints in terms
of the gradients surrounding it
Wagner	D.,	Reitmayr G.,	Mulloni A.,	Drummond	T.,	Schmalstieg D.,	
Real-Time	Detection	and	Tracking	for	Augmented	Reality	on	Mobile	Phones.
IEEE	Transactions	on	Visualization	and	Computer	Graphics,	May/June,	2010
Demo: Vuforia Texture Tracking
https://www.youtube.com/watch?v=1Qf5Qew5zSU
Edge Based Tracking
• Example: RAPiD [Drummond et al. 02]
• Initialization, Control Points, Pose Prediction (Global Method)
Demo: Edge Based Tracking
Line Based Tracking
• Visual Servoing [Comport et al. 2004]
Model BasedTracking
• Tracking from 3D object shape
• Example: OpenTL - www.opentl.org
• General purpose library for model based visual tracking
Demo: OpenTL Model Tracking
Demo: OpenTL Face Tracking
https://www.youtube.com/watch?v=WIoGdhkfNVE
Marker vs.Natural FeatureTracking
• Marker tracking
• Usually requires no database to be stored
• Markers can be an eye-catcher
• Tracking is less demanding
• The environment must be instrumented
• Markers usually work only when fully in view
• Natural feature tracking
• A database of keypoints must be stored/downloaded
• Natural feature targets might catch the attention less
• Natural feature targets are potentially everywhere
• Natural feature targets work also if partially in view
Tracking from an Unknown Environment
• What to do when you don’t know any features?
• Very important problem in mobile robotics - Where am I?
• SLAM
• Simultaneously Localize And Map the environment
• Goal: to recover both camera pose and map structure
while initially knowing neither.
• Mapping:
• Building a map of the environment which the robot is in
• Localisation:
• Navigating this environment using the map while keeping
track of the robot’s relative position and orientation
Visual SLAM
• Early SLAM systems (1986 - )
• Computer visions and sensors (e.g. IMU, laser, etc.)
• One of the most important algorithms in Robotics
• Visual SLAM
• Using cameras only, such as stereo view
• MonoSLAM (single camera) developed in 2007 (Davidson)
Example:Kudan MonoSLAM
https://www.youtube.com/watch?v=HdNtiabm3k0
How SLAMWorks
• Three main steps
1. Tracking a set of points through successive camera frames
2. Using these tracks to triangulate their 3D position
3. Simultaneously use the estimated point locations to calculate
the camera pose which could have observed them
• By observing a sufficient number of points can solve for for both
structure and motion (camera path and scene structure).
Evolution of SLAM Systems
• MonoSLAM (Davidson, 2007)
• Real time SLAM from single camera
• PTAM (Klein, 2009)
• First SLAM implementation on mobile phone
• FAB-MAP (Cummins, 2008)
• Probabilistic Localization and Mapping
• DTAM (Newcombe, 2011)
• 3D surface reconstruction from every pixel in image
• KinectFusion (Izadi, 2011)
• Realtime dense surface mapping and tracking using RGB-D
Demo:MonoSLAM
https://www.youtube.com/watch?v=saUE7JHU3P0
LSD-SLAM (Engel 2014)
• A novel, direct monocular SLAM technique
• Uses image intensities both for tracking and mapping.
• The camera is tracked using direct image alignment, while
• Geometry is estimated as semi-dense depth maps
• Supports very large scale tracking
• Runs in real time on CPU and smartphone
Demo:LSD-SLAM
https://www.youtube.com/watch?v=GnuQzP3gty4
Direct Method vs.Feature Based
• Direct uses all information in image, cf feature based approach that
only use small patches around corners and edges
Applications of SLAM Systems
• Many possible applications
• Augmented Reality camera tracking
• Mobile robot localisation
• Real world navigation aid
• 3D scene reconstruction
• 3D Object reconstruction
• Etc..
• Assumptions
• Camera moves through an unchanging scene
• So not suitable for person tracking, gesture recognition
• Both involve non-rigidly deforming objects and a non-static map
ARKit – Visual Inertial Odometry
• Uses both computer vision + inertial sensing
• Tracking position twice
• Computer Vision – feature tracking, 2D plane tracking
• Inertial sensing – using the phone IMU
• Output combined via Kalman filter
• Determine which output is most accurate
• Pass pose to ARKit SDK
• Each system compliments the other
• Computer vision – needs visual features
• IMU - drifts over time, doesn’t need features
ARKit –Visual Inertial Odometry
• Slow camera
• Fast IMU
• If camera drops out IMU takes over
• Camera corrects IMU errors
ARKit Demo
• https://www.youtube.com/watch?v=dMEWp45WAUg
REGISTRATION
Spatial Registration
The Registration Problem
• Virtual and Real content must stay properly aligned
• If not:
• Breaks the illusion that the two coexist
• Prevents acceptance of many serious applications
t = 0 seconds t = 1 second
Sources of Registration Errors
•Static errors
• Optical distortions (in HMD)
• Mechanical misalignments
• Tracker errors
• Incorrect viewing parameters
•Dynamic errors
• System delays (largest source of error)
• 1 ms delay = 1/3 mm registration error
Reducing Static Errors
•Distortion compensation
• For lens or display distortions
•Manual adjustments
• Have user manually alighn AR andVR content
•View-based or direct measurements
• Have user measure eye position
•Camera calibration (video AR)
• Measuring camera properties
View Based Calibration (Azuma 94)
Dynamic errors
• Total Delay = 50 + 2 + 33 + 17 = 102 ms
• 1 ms delay = 1/3 mm = 33mm error
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
20 Hz = 50ms 500 Hz = 2ms 30 Hz = 33ms 60 Hz = 17ms
Reducing dynamic errors (1)
•Reduce system lag
•Faster components/system modules
•Reduce apparent lag
•Image deflection
•Image warping
Reducing System Lag
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
Faster Tracker Faster CPU Faster GPU Faster Display
ReducingApparent Lag
Tracking
Update
x,y,z
r,p,y
Virtual Display
Physical
Display
(640x480)
1280 x 960
Last known position
Virtual Display
Physical
Display
(640x480)
1280 x 960
Latest position
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
Reducing dynamic errors (2)
• Match video + graphics input streams (video AR)
• Delay video of real world to match system lag
• User doesn’t notice
• Predictive Tracking
• Inertial sensors helpful
Azuma / Bishop 1994
PredictiveTracking
Time
Position
Past Future
Can predict up to 80 ms in future (Holloway)
Now
PredictiveTracking (Azuma 94)
Wrap-up
• Tracking and Registration are key problems
• Registration error
• Measures against static error
• Measures against dynamic error
• AR typically requires multiple tracking technologies
• Computer vision most popular
• Research Areas:
• SLAM systems, Deformable models, Mobile outdoor
tracking
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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Lecture 9 AR Technology

  • 1. LECTURE 9: AR TECHNOLOGY COMP 4010 – Virtual Reality Semester 5 – 2019 Bruce Thomas, Mark Billinghurst, Gun Lee University of South Australia Oct 8th 2019
  • 2. Lecture 8: Recap • Augmented Reality • Defining Characteristics [Azuma 97]: •Combines Real and Virtual Images • Both can be seen at the same time •Interactive in real-time • The virtual content can be interacted with •Registered in 3D • Virtual objects appear fixed in space
  • 4. History Summary •1960’s – 80’s: Early Experimentation •1980’s – 90’s: Basic Research • Tracking, displays •1995 – 2005: Tools/Applications • Interaction, usability, theory •2005 - : Commercial Applications • Games, Medical, Industry
  • 5. 2005 - Mobile Phone AR •Mobile Phones • camera • processor • display •AR on Mobile Phones • Simple graphics • Optimized computer vision • Collaborative Interaction
  • 6. 2008 - Browser Based AR • Flash + camera + 3D graphics • ARToolKit ported to Flash • High impact • High marketing value • Large potential install base • 1.6 Billion web users • Ease of development • Lots of developers, mature tools • Low cost of entry • Browser, web camera
  • 7. • Weak AR • Imprecise tracking • No knowledge of environment • Limited interactivity • Handheld AR • Strong AR • Very accurate tracking • Seamless integration into real world • Natural interaction • Head mounted AR Strong vs. Weak AR
  • 8. Augmented Reality Today •Key Technologies Available • Robust tracking (Computer Vision, GPS/sensors) • Display (Handheld, HMDs) • Input Devices (Kinect, etc) • Developer tools (Vuforia, ARToolKit) •Commercial Business Growing • Gaming, GPS/Mobile, Online Advertisement • >$3Billion USD in 2017
  • 9. AR Business Today • Marketing • Web-based, mobile • Mobile AR • Geo-located information and service • Driving demand for high end phones • Gaming • Mobile, Physical input (Kinect, PS Move) • Upcoming areas • Manufacturing, Medical, Military
  • 10.
  • 12. • Web based AR • Flash, HTML 5 based AR • Marketing, education • Outdoor Mobile AR • GPS, compass tracking • Viewing Points of Interest in real world • Eg: Junaio, Layar, Wikitude • Handheld AR • Vision based tracking • Marketing, gaming • Location Based Experiences • HMD, fixed screens • Museums, point of sale, advertising Typical AR Experiences
  • 15. Technology Requirements • Combining Real and Virtual Images • Needs - Display technologies • Interactive in Real-Time • Needs - Input and interactive technologies • Registered in 3D • Needs - Viewpoint tracking technologies Display Processing Input Tracking
  • 17. Display Technologies • Types (Bimber/Raskar 2005) • Head attached • Head mounted display/projector • Body attached • Handheld display/projector • Spatial • Spatially aligned projector/monitor
  • 18. Bimber, O., & Raskar, R. (2005). Spatial augmented reality: merging real and virtual worlds. CRC press. DisplayTaxonomy
  • 19. Great Books for Background • Spatial Augmented Reality, Displays; Fundamentals & Applications • Both by Oliver Bimber
  • 21. Head Mounted Displays (HMD) • Display and Optics mounted on Head • May or may not fully occlude real world • Provide full-color images • Things to considerations • Wearability • Brightness • Power consumption • Resolution, Field of View • Cost
  • 22. Types of Head Mounted Displays Occluded See-thru Multiplexed
  • 23. Optical See-Through HMD (OSTHMD) Virtual images from monitors Real World Optical Combiners
  • 25. Epson Moverio BT-35E ▪ Stereo see-through display ($1,200 AUD) ▪ 1280 RGB x 720 pixels, 23 degree FOV, 30Hz, ▪ USB-C, HDMI connectors ▪ 5mp camera, GPS, gyro, accelerometer
  • 26. View Through Optical See-Through HMD Big data visualization on Microsoft HoloLens
  • 27. Other Optical See-Through Displays • Microsoft HoloLens - $3,000 USD • Wearable computer • Waveguide displays • https://www.microsoft.com/hololens • Meta Meta2 - $1,500 USD • Wide field of view (90 degrees) • Tethered display • https://www.metavision.com/ • Mira Prism - $100 USD • Smart phone based • Wide field of view • https://www.mirareality.com/
  • 28. Project North Star (Leap Motion) • http://blog.leapmotion.com/northstar/ • Open source OSTHMD • 100 degree FOV, 120 Hz, 2 x 1600x1440 pixel displays • Hand tracking using Leap Motion hardware
  • 29. Demo: Project North Star • https://www.youtube.com/watch?v=yN0EGBo74j8
  • 30. Strengths and Weaknesses • Pros • Simpler design (cheaper) • Direct view of real world • Full resolution, no time delay (for real world) • Safety, Lower distortion • No eye displacement • Cons • No occlusion of real world (image see-through) • Wide field of view can be difficult
  • 32. DisplayTechnology • Curved Mirror • off-axis projection • curved mirrors in front of eye • high distortion, small eye-box • Waveguide • use internal reflection • unobstructed view of world • large eye-box
  • 33. Example: Sony Waveguide Display • https://www.youtube.com/watch?v=G2MtI7asLcA
  • 34. See-throughThin Displays (Waveguide) • Waveguide techniques for thin see-through displays • Wider FOV, enable AR applications • Social acceptability Opinvent Ora Lumus DK40
  • 35. Example: Sony Smart EyeGlasses • https://www.youtube.com/watch?v=kYPWaMsarss
  • 36. Video See-Through HMD (VSTHMD) Video cameras Monitors Graphics Combiner Video
  • 38. Vuzix Wrap 1200DXAR (Discontinued) ▪ Stereo video see-through display ($1500) ■Twin 852 x 480 LCD displays, 35 deg. FOV ■Stereo VGA cameras ■3 DOF head tracking ■https://www.vuzix.com/Products/LegacyProduct/4
  • 39. View Through a Video See-Through HMD
  • 40. Varjo XR-1 • https://varjo.com/products/xr-1/ • Video pass through • 2 x 12 megapixel cameras at 90 Hz, < 15 ms latency • 80 degree FOV, 1440 x 1600 resolution per eye
  • 42. • Pros • True occlusion • AR pixels block video pixels • Digitized image of real world • Flexibility in composition, match time delays • Wide FOV is easier to support • Wide FOV camera • Cons • No direct view, latency Strengths and Weaknesses
  • 43. VST vs. OST HMD VSTHMD OSTHMD
  • 44. Eye Multiplexed Display • See content in periphery • Virtual image “inset” into the real world
  • 47.
  • 48. Vuzix M-100 ▪ Monocular multiplexed display ($1000) ■852 x 480 LCD display, 15 deg. FOV ■5 MP camera, HD video ■GPS, gyro, accelerometer
  • 50. Spatial Augmented Reality • Project onto irregular surfaces • Geometric Registration • Projector blending, High dynamic range • Book: Bimber, Rasker “Spatial Augmented Reality”
  • 51. Projector-based AR Examples: Raskar, MIT Media Lab Inami, Tachi Lab, U. Tokyo Projector Real objects with retroreflective covering User (possibly head-tracked)
  • 54. Head Mounted Projector • NVIS P-50 HMPD • 1280x1024/eye • Stereoscopic • 50 degree FOV • www.nvis.com
  • 55. HMD vs.HMPD Head Mounted Display Head Mounted Projected Display
  • 56. Tilt5 - https://www.tiltfive.com/ • Stereo head worn projectors • Interactive wand • Rollible retro-reflective sheet • Designed for shared interaction
  • 59. Video MonitorAR Video cameras Monitor Graphics Combiner Video Stereo glasses
  • 62. Handheld Displays •Mobile Phones • Camera • Display • Input
  • 63. OtherTypes ofAR Display • Audio • spatial sound • ambient audio • Tactile • physical sensation • Haptic • virtual touch
  • 65. Interacting with AR Content • You can see AR images .. how can you interact with it?
  • 66. Typical Interaction Methods • Handheld Display (phone, tablet) • Touch screen, device motion • Head mounted display • Handheld controller • Speech, gesture, touch • Physical manipulation • Spatial AR • Body motion • Physical manipulation
  • 67. Gestural interfaces • 1. Micro-gestures • (unistroke, smartPad) • 2. Device-based gestures • (tilt based examples) • 3. Embodied interaction • (eye toy)
  • 68. Mobile Device Motion • Interact by moving handheld display • Use IMU to detect shaking, rotation, etc • Treat device as controller
  • 69. Example: AR Paparazzi Game • https://www.youtube.com/watch?v=MIGH5WGMnbs
  • 70. Tangible Interaction • Use objects in the real world to interact with AR content • Attach AR content to real objects
  • 72. HMD Gesture Interaction • Simple click gestures • Head point and air tap • Natural two handed gestures • Full hand tracking, direction manipulation
  • 73. Hololens Gestures • Set of basic gestures • Air Tap = select, Bloom = open • Easy to remember and execute BloomAir Tap
  • 75. Embodied Interaction • Use whole body to interact with AR • Popular for “Magic Mirror” Interface • Natural Interaction
  • 78. AR RequiresTracking and Registration • Registration • Positioning virtual object wrt real world • Fixing virtual object on real object when view is fixed • Tracking • Continually locating the users viewpoint when view moving • Position (x,y,z), Orientation (r,p,y)
  • 80. Tracking Requirements • Augmented Reality Information Display • World Stabilized • Body Stabilized • Head Stabilized Increasing Tracking Requirements Head Stabilized Body Stabilized World Stabilized
  • 81. Tracking Technologies § Active • Mechanical, Magnetic, Ultrasonic • GPS, Wifi, cell location § Passive • Inertial sensors (compass, accelerometer, gyro) • Computer Vision • Marker based, Natural feature tracking § Hybrid Tracking • Combined sensors (eg Vision + Inertial)
  • 83. MechanicalTracker •Idea: mechanical arms with joint sensors •++: high accuracy, haptic feedback •-- : cumbersome, expensive Microscribe
  • 84. MagneticTracker • Idea: coil generates current when moved in magnetic field. Measuring current gives position and orientation relative to magnetic source. • ++: 6DOF, robust • -- : wired, sensible to metal, noisy, expensive Flock of Birds (Ascension)
  • 85. InertialTracker • Idea: measuring linear and angular orientation rates (accelerometer/gyroscope) • ++: no transmitter, cheap, small, high frequency, wireless • -- : drifts over time, hysteresis effect, only 3DOF IS300 (Intersense) Wii Remote
  • 86. UltrasonicTracker • Idea: time of Flight or phase-Coherence Sound Waves • ++: Small, Cheap • -- : 3DOF, Line of Sight, Low resolution, Affected by environmental conditons (pressure, temperature) Ultrasonic Logitech IS600
  • 87. Global Positioning System (GPS) • Created by US in 1978 • Currently 29 satellites • Satellites send position + time • GPS Receiver positioning • 4 satellites need to be visible • Differential time of arrival • Triangulation • Accuracy • 5-30m+, blocked by weather, buildings etc.
  • 88. Mobile Sensors • Inertial compass • Earth’s magnetic field • Measures absolute orientation • Accelerometers • Measures acceleration about axis • Used for tilt, relative rotation • Can drift over time
  • 90. Why Optical Tracking for AR? • Many AR devices have cameras • Mobile phone/tablet, Video see-through display • Provides precise alignment between video and AR overlay • Using features in video to generate pixel perfect alignment • Real world has many visual features that can be tracked from • Computer Vision well established discipline • Over 40 years of research to draw on • Old non real time algorithms can be run in real time on todays devices
  • 91. Common AR Optical Tracking Types • Marker Tracking • Tracking known artificial markers/images • e.g. ARToolKit square markers • Markerless Tracking • Tracking from known features in real world • e.g. Vuforia image tracking • Unprepared Tracking • Tracking in unknown environment • e.g. SLAM tracking
  • 92. Marker Tracking • Available for more than 10 years • Several open source solutions • ARToolKit, ARTag, ATK+, etc • Fairly simple to implement • Standard computer vision methods • A rectangle provides 4 corner points • Enough for pose estimation!
  • 94. Marker Based Tracking: ARToolKit http://www.artoolkit.org
  • 95. Tracking challenges inARToolKit False positives and inter-marker confusion (image by M. Fiala) Image noise (e.g. poor lens, block coding / compression, neon tube) Unfocused camera, motion blur Dark/unevenly lit scene, vignetting Jittering (Photoshop illustration) Occlusion (image by M. Fiala)
  • 97. But - You can’t cover world with ARToolKit Markers!
  • 98. Markerless Tracking Magnetic Tracker Inertial Tracker Ultrasonic Tracker Optical Tracker Marker-Based Tracking Markerless Tracking Specialized Tracking Edge-Based Tracking Template-Based Tracking Interest Point Tracking • No more Markers! èMarkerless Tracking Mechanical Tracker
  • 99. Natural Feature Tracking • Use Natural Cues of Real Elements • Edges • Surface Texture • Interest Points • Model or Model-Free • No visual pollution Contours Features Points Surfaces
  • 101. Tracking by Keypoint Detection • This is what most trackers do… • Targets are detected every frame • Popular because tracking and detection are solved simultaneously Keypoint detection Descriptor creation and matching Outlier Removal Pose estimation and refinement Camera Image Pose Recognition
  • 102. What is a Keypoint? • It depends on the detector you use! • For high performance use the FAST corner detector • Apply FAST to all pixels of your image • Obtain a set of keypoints for your image • Describe the keypoints Rosten, E., & Drummond, T. (2006, May). Machine learning for high-speed corner detection. In European conference on computer vision (pp. 430-443). Springer Berlin Heidelberg.
  • 103. FAST Corner Keypoint Detection
  • 105. Descriptors • Describe the Keypoint features • Can use SIFT • Estimate the dominant keypoint orientation using gradients • Compensate for detected orientation • Describe the keypoints in terms of the gradients surrounding it Wagner D., Reitmayr G., Mulloni A., Drummond T., Schmalstieg D., Real-Time Detection and Tracking for Augmented Reality on Mobile Phones. IEEE Transactions on Visualization and Computer Graphics, May/June, 2010
  • 106. Demo: Vuforia Texture Tracking https://www.youtube.com/watch?v=1Qf5Qew5zSU
  • 107. Edge Based Tracking • Example: RAPiD [Drummond et al. 02] • Initialization, Control Points, Pose Prediction (Global Method)
  • 108. Demo: Edge Based Tracking
  • 109. Line Based Tracking • Visual Servoing [Comport et al. 2004]
  • 110. Model BasedTracking • Tracking from 3D object shape • Example: OpenTL - www.opentl.org • General purpose library for model based visual tracking
  • 111. Demo: OpenTL Model Tracking
  • 112. Demo: OpenTL Face Tracking https://www.youtube.com/watch?v=WIoGdhkfNVE
  • 113. Marker vs.Natural FeatureTracking • Marker tracking • Usually requires no database to be stored • Markers can be an eye-catcher • Tracking is less demanding • The environment must be instrumented • Markers usually work only when fully in view • Natural feature tracking • A database of keypoints must be stored/downloaded • Natural feature targets might catch the attention less • Natural feature targets are potentially everywhere • Natural feature targets work also if partially in view
  • 114. Tracking from an Unknown Environment • What to do when you don’t know any features? • Very important problem in mobile robotics - Where am I? • SLAM • Simultaneously Localize And Map the environment • Goal: to recover both camera pose and map structure while initially knowing neither. • Mapping: • Building a map of the environment which the robot is in • Localisation: • Navigating this environment using the map while keeping track of the robot’s relative position and orientation
  • 115. Visual SLAM • Early SLAM systems (1986 - ) • Computer visions and sensors (e.g. IMU, laser, etc.) • One of the most important algorithms in Robotics • Visual SLAM • Using cameras only, such as stereo view • MonoSLAM (single camera) developed in 2007 (Davidson)
  • 117. How SLAMWorks • Three main steps 1. Tracking a set of points through successive camera frames 2. Using these tracks to triangulate their 3D position 3. Simultaneously use the estimated point locations to calculate the camera pose which could have observed them • By observing a sufficient number of points can solve for for both structure and motion (camera path and scene structure).
  • 118. Evolution of SLAM Systems • MonoSLAM (Davidson, 2007) • Real time SLAM from single camera • PTAM (Klein, 2009) • First SLAM implementation on mobile phone • FAB-MAP (Cummins, 2008) • Probabilistic Localization and Mapping • DTAM (Newcombe, 2011) • 3D surface reconstruction from every pixel in image • KinectFusion (Izadi, 2011) • Realtime dense surface mapping and tracking using RGB-D
  • 120. LSD-SLAM (Engel 2014) • A novel, direct monocular SLAM technique • Uses image intensities both for tracking and mapping. • The camera is tracked using direct image alignment, while • Geometry is estimated as semi-dense depth maps • Supports very large scale tracking • Runs in real time on CPU and smartphone
  • 122. Direct Method vs.Feature Based • Direct uses all information in image, cf feature based approach that only use small patches around corners and edges
  • 123. Applications of SLAM Systems • Many possible applications • Augmented Reality camera tracking • Mobile robot localisation • Real world navigation aid • 3D scene reconstruction • 3D Object reconstruction • Etc.. • Assumptions • Camera moves through an unchanging scene • So not suitable for person tracking, gesture recognition • Both involve non-rigidly deforming objects and a non-static map
  • 124. ARKit – Visual Inertial Odometry • Uses both computer vision + inertial sensing • Tracking position twice • Computer Vision – feature tracking, 2D plane tracking • Inertial sensing – using the phone IMU • Output combined via Kalman filter • Determine which output is most accurate • Pass pose to ARKit SDK • Each system compliments the other • Computer vision – needs visual features • IMU - drifts over time, doesn’t need features
  • 125. ARKit –Visual Inertial Odometry • Slow camera • Fast IMU • If camera drops out IMU takes over • Camera corrects IMU errors
  • 129. The Registration Problem • Virtual and Real content must stay properly aligned • If not: • Breaks the illusion that the two coexist • Prevents acceptance of many serious applications t = 0 seconds t = 1 second
  • 130. Sources of Registration Errors •Static errors • Optical distortions (in HMD) • Mechanical misalignments • Tracker errors • Incorrect viewing parameters •Dynamic errors • System delays (largest source of error) • 1 ms delay = 1/3 mm registration error
  • 131. Reducing Static Errors •Distortion compensation • For lens or display distortions •Manual adjustments • Have user manually alighn AR andVR content •View-based or direct measurements • Have user measure eye position •Camera calibration (video AR) • Measuring camera properties
  • 132. View Based Calibration (Azuma 94)
  • 133. Dynamic errors • Total Delay = 50 + 2 + 33 + 17 = 102 ms • 1 ms delay = 1/3 mm = 33mm error Tracking Calculate Viewpoint Simulation Render Scene Draw to Display x,y,z r,p,y Application Loop 20 Hz = 50ms 500 Hz = 2ms 30 Hz = 33ms 60 Hz = 17ms
  • 134. Reducing dynamic errors (1) •Reduce system lag •Faster components/system modules •Reduce apparent lag •Image deflection •Image warping
  • 135. Reducing System Lag Tracking Calculate Viewpoint Simulation Render Scene Draw to Display x,y,z r,p,y Application Loop Faster Tracker Faster CPU Faster GPU Faster Display
  • 136. ReducingApparent Lag Tracking Update x,y,z r,p,y Virtual Display Physical Display (640x480) 1280 x 960 Last known position Virtual Display Physical Display (640x480) 1280 x 960 Latest position Tracking Calculate Viewpoint Simulation Render Scene Draw to Display x,y,z r,p,y Application Loop
  • 137. Reducing dynamic errors (2) • Match video + graphics input streams (video AR) • Delay video of real world to match system lag • User doesn’t notice • Predictive Tracking • Inertial sensors helpful Azuma / Bishop 1994
  • 138. PredictiveTracking Time Position Past Future Can predict up to 80 ms in future (Holloway) Now
  • 140. Wrap-up • Tracking and Registration are key problems • Registration error • Measures against static error • Measures against dynamic error • AR typically requires multiple tracking technologies • Computer vision most popular • Research Areas: • SLAM systems, Deformable models, Mobile outdoor tracking