COMPM076 / GV07 - Introduction to Virtual Environments: Mixed - - PowerPoint PPT Presentation
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
SLIDE 1
SLIDE 2
Structure
- Introduction
- Display Systems
- Tracking Systems
- Display Techniques
- Interaction Methods
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SLIDE 3
Introduction
- Introduction
- Display Systems
- Tracking Systems
- Display Techniques
- Interaction Methods
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SLIDE 4
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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SLIDE 5
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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SLIDE 9
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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SLIDE 11
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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SLIDE 31
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
SLIDE 33
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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SLIDE 36
Building an AR System
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Display
SLIDE 37
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
SLIDE 38
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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SLIDE 41
Tablet-Based PC
VisTracker and AR Demo courtesy of InterSense
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SLIDE 42
Any Content Can be Inserted
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NRL Virtual Combat Trainer
SLIDE 43
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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SLIDE 54
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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SLIDE 60
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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SLIDE 61
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
SLIDE 65
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
SLIDE 69
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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SLIDE 70
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
SLIDE 72
PTAM on an iPhone
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Courtesy of Georg Klein and David Murray, University of Oxford
SLIDE 73
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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SLIDE 76
Building an AR System
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Interface
SLIDE 77
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
SLIDE 80
Labelling the Environment
Work out projection of objects onto display
SLIDE 81
Labelling the Environment
Parameterise unoccupied space
SLIDE 82
Labelling the Environment
- The label location strategy is
a finite state machine
SLIDE 83
Labelling the Environment
Place annotations into free areas
SLIDE 84
Adaptive Label Management
SLIDE 85
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
SLIDE 86
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
SLIDE 91
Developed Adaptation to Ambient Conditions
Label (“Parking Lot”) changes color to contrast with background
SLIDE 92
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)))
SLIDE 95
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
SLIDE 99
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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SLIDE 103
Building an AR System
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Interface Interaction
SLIDE 104
Interaction
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SLIDE 105
Heads Up Interaction
What’s that object?
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SLIDE 106
Selection and Interaction
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SLIDE 107
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.
SLIDE 109
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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