COMPM076 / GV07 - Introduction to Virtual Environments: Mixed - - PowerPoint PPT Presentation

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COMPM076 / GV07 - Introduction to Virtual Environments: Mixed - - PowerPoint PPT Presentation

COMPM076 / GV07 - Introduction to Virtual Environments: Mixed Reality Simon Julier Department of Computer Science University College London http://www.cs.ucl.ac.uk/teaching/VE Structure Introduction Display Systems Tracking


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COMPM076 / GV07 - Introduction to Virtual Environments: Mixed Reality

Simon Julier Department of Computer Science University College London http://www.cs.ucl.ac.uk/teaching/VE

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Structure

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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Introduction

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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Virtual Environments

  • The focus of this module so far has been on

developing virtual environments

– The user is surrounded by an entirely virtual world – Objectives are to do things like induce immersion or presence

  • However,VE is at just one end of the mixed reality

continuum

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The Mixed Reality Continuum

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What is Mixed Reality?

  • MR systems combine virtual and real objects

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But This Includes Film Special Effects…

I, Robot

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What is Mixed Reality?

  • MR systems combine virtual and real objects
  • They run interactively and in real time

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But This Includes Heads Up Displays

SportVUE MC1 Wireless Heads Up Display

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What is Mixed Reality?

  • MR systems combine virtual and real objects
  • They run interactively and in real time
  • They register (align) virtual and real objects with
  • ne another

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The Ultimate MR System

“Augmented Reality, a New Way of Seeing”, S. K. Feiner, Scientific American, April 2002

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World-Fixed vs. Camera-Fixed MR

  • When we register with the environment, we have

to know where the real world objects are

  • Two types of MR system can be developed:

– World fixed – Camera fixed

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World-Fixed MR Application

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Heads Up Display

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Broadcasting

racef/x by sportvision

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Broadcasting

1st & ten by sportvision

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Surveying

Courtesy of Mark Francis, Topcon

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Surveying

Topcon GPT-7000i Wide field of view camera Narrow field of view camera Captured image + overlays

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Surveying

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Pre-visualisation

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Synthetic Vision for UAVs

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Navigation

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Navigation

Ruggedised pan tilt zoom camera Annotated video shown on bridge

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Navigation

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Advertising

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Advertising

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Location-Aware Information

Layar

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Camera-Fixed MR Application

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Lego Digital Box

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MR For Postage

US Postal Service Virtual Box Simulator Demo

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Mixed Reality and Games Consoles

“Eye of Judgement”, Sony Computer Entertainment

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Mobile AR Systems

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Interface Interaction Display Tracking

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Challenges Posed by MR

  • In some ways, MR is easier:

– Because it is anchored to the real world, tracking and navigation metaphors come for free

  • However, because we are anchoring the graphics

to the real world, other challenges arise:

– The type of display critically affects what can be shown – The accuracy of the tracking system critically affects how well the real and virtual objects are registered – The way in which the graphics interacts with the real world controls depth perception, etc.

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Summary

  • Mixed reality is a generalisation of VEs to

incorporate both real and virtual objects

  • Applications can be world-fixed or camera-fixed
  • They are very widely used, even today
  • The challenges for building good MR systems

relate with how the virtual and real content interact

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Display Systems

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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Building an AR System

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Display

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Display Systems

  • There are several kinds of display technology

which can be used which depend upon the application:

– Video see-through displays – Optical see-through displays – Projection displays

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Video See-Through Display

  • The scene is observed by a camera
  • The graphics are overlaid on the video stream

from the camera

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Video See-Through HMDs

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Mobile Phones

  • Given the increase in memory and computational

capability, together with handy built in cameras, mobile phones are now a major MR platform

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Tablet-Based PC

VisTracker and AR Demo courtesy of InterSense

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Any Content Can be Inserted

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NRL Virtual Combat Trainer

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For Example…

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UNC Needle-Guided Biopsy Guided maintenance of equipment

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Disadvantages of Video See Through Display

  • Can only see part of real world collected by the

camera

– Narrow field of view – Low contrast

  • If the power fails, you can’t see anything!
  • Focal length of device is fixed to distance of

display

– Includes both real world and virtual objects at any depth

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Optical See-Through Display

  • Considered the “gold standard”
  • A user wears a see-through head mounted display
  • The real world and graphics are merged using

some kind of optical combiner

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Examples of See-Through HMDs

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Advantages of Optical See-Through Displays

  • The real world can be seen all the time

– Wide field of view – High contrast – High colour resolution

  • If the display loses power, you can still see the

real world

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Optical See-Through Display

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Optical See-Through Display

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Graphics Can’t Block “Real World”

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Light Leakage is a Significant Problem

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High-Powered Displays Partial Solution

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Projective Displays

  • User wears projector on head that casts images
  • nto scene
  • Reflection is visible

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Projective HMD in Action

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Advantages of Projective Displays

  • Graphics overlaid directly, in

terms of depth, with real world

  • The tape can be used to
  • cclude otherwise disruptive
  • bjects in the environment

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Disadvantages of Projective Displays

  • If power goes, everything goes
  • Retroreflective tape has to be put everywhere you

expect to see virtual content

  • Since intensity falls with the square of distance,
  • nly nearby objects can be seen brightly

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Projective MR

“EasyWeb” Show Reel

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Display Technology Summary

  • Three main classes of displays can be used:

– Video see-through – Optical see-through – Projective

  • All three have advantages and disadvantges
  • Video see-through is probably the most widely

researched and used:

– Simple – Can ‘overwrite’ any object in the scene

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Tracking Systems

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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ARToolKit

  • The most widely used

system

  • Markers are 2D

rectangles with distinctive patterns

  • The pose of the

pattern is computed relative to the camera

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Tracking Systems

  • To show the information to the user, we have to

know where they are and where they are looking

  • You might think we can get away with just a GPS

and compass

– GPS gives position – Compass gives orientation

  • However, the performance can be pretty poor

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GPS Causes Latency

  • MARA, Nokia – Nokia 6680 with add-on box containing GPS

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Metal Causes Heading Errors

NRL Battlefield Augmented Reality System

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InterSense VisTracker

  • Hybrid vision-inertial

system

  • Camera looks for special

markers at low speed

  • Inertial system measures

velocity and acceleration at high speed

  • Two are combined to give

fast, accurate tracking

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InterSense VisTracker

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Natural Marker-Based Systems

  • Using artificial markers is a pain

– You have to physically install them on site – You have to measure them to work out where they are – You have to make sure that you put enough of them in that the tracker can see enough to compute the pose

  • An alternative is to the unmodified environment

– Model-based – Natural marker-based

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Model-Based Tracking

  • The system already knows the structure of all the

key features in the environment it can track from

  • The system therefore detects for model features in

the frame

  • These are associated with the model
  • The camera pose is computed

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Hybrid Model-Based Tracking System

“Going Out”, G. Reitmayr and T. Drummond, Cambridge University MEMS IMU Camera Interfacing and power!

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Hybrid Model-Based Tracking System

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“Going Out”, Gerhard Reitmayr and Tom Drummond, Cambridge University

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SLAM-Based Tracking

  • Developing models of the environment can be at

least as difficult as using artificial markers

  • Therefore, an alternative technique is to allow the

system to detect and build a map of its own environment

  • This approach is known as Simultaneous

Localisation and Mapping (SLAM)

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AR in Small Workspaces

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Parallel Tracking and Mapping

“Parallel Tracking and Mapping”, courtesy of Georg Klein and David Murray, University of Oxford

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PTAM on an iPhone

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Courtesy of Georg Klein and David Murray, University of Oxford

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AR In Large Workspaces

“Mapping Large Loops with a Single Hand-Held Camera”, L. Clemente and A. Davison and I. Reid and J. Neira and J. Tardos

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Tracking System Summary

  • Reliable and accurate tracking is important
  • Wide-area tracking systems aren’t good enough
  • Hybrid and computer vision-based systems are in

the works

  • Global coverage is not here yet

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Display Techniques

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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Building an AR System

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Interface

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User Interfaces

  • To be of any use, the user has to understand the

information which is being shown to them

  • However, there are several issues we have to

grapple with, including:

– Environmental effects – Density of information – Occlusions – Unambiguous labelling

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Annotation and Labelling

  • One common issue is that we want to label the

environment

  • However, simple strategies like putting labels at

centroids isn’t good enough – need to look at the “screen space” of objects

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Labelling The Environment

  • One approach is to use view management

– Keep track of where the 3D objects project onto the screen – 2D annotations are laid out so that:

  • They fit in or near the space of the object
  • They do not interfere with one another
  • The temporal placement of annotations is

controlled using a finite state machine

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Labelling the Environment

Work out projection of objects onto display

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Labelling the Environment

Parameterise unoccupied space

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Labelling the Environment

  • The label location strategy is

a finite state machine

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Labelling the Environment

Place annotations into free areas

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Adaptive Label Management

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Depth Estimation and Depth Ordering

  • We often want to know the order or range of

virtual objects relative to the environment

  • Stereoscopic cues are of limited use
  • Secondary cues tend to bias virtual object further

away than real objects

  • Various supplementary cues can be provided to

convey depth information

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Viewing Occluded Objects

Threat location User Threat Location

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“X-Ray” Vision Through Display Styles

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Before

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After

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Developed Adaptation to Ambient Conditions

  • Color of text is function of

background over which it is drawn

– Algorithms identified by evaluation study at VaTech

  • Therefore, the colour of the

augmentation has to change based on scene composition

– Camera views scene – Color and intensity processed to change label colors Camera

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Developed Adaptation to Ambient Conditions

Label (“Parking Lot”) changes color to contrast with background

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Registration Errors Can Be Confusing

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Reduce Effects by Adapting the Display

Increasing registration error

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Bounding Regions for Objects

  • For each vertex in object:

– Project each vertex through projection equations to work out pixel position – Calculate mean and 1σ covariance ellipse due to registration errors – Approximate ellipses by set of points – Calculate bounding regions defined by these ellipses

World Head p p’ Screen y(k)= [ŷ(k), Y(k)] P xi(k)=[xi(k), Xi(k)] ^ M(k) = f(M1(x1(k)), … ,Mt(xt(k)))

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Registration Error Adaptation

Target designated

Target window

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Registration Error Adaptation

Target registration error region overlaps distracters

Target window Error bounds

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Registration Error Adaptation

Calculate overlap of target and distracter error regions

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Registration Error Adaptation

Add aggregate representation and text message

targetObject is in the middle 98

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Dealing With Information Overload

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Lots of Data is Extremely Confusing

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Results

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Interaction Methods

  • Introduction
  • Display Systems
  • Tracking Systems
  • Display Techniques
  • Interaction Methods

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Building an AR System

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Interface Interaction

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Interaction

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Heads Up Interaction

What’s that object?

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Selection and Interaction

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Multimodal Integrator Architecture

Speech Recogniser Gesture Recogniser Multimodal Integrator Weighted list

  • f sentences

Weighted list

  • f selections

Object with highest probability

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Example Multi-modal Interaction

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“Probabilistic Algorithms, Integration, and Empirical Evaluation for Disambiguating Multiple Selections in Frustum-Based Pointing”, G. Schmidt et al.

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Summary

  • Many interaction challenges are the same as

those in VE and the same techniques can be used

  • Multi-modal interaction is one possibility which

combined speech and gesture to support intuitive interaction

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