Mobile Augmented Reality Tssio Knop de Castro Visgraf Lab, IMPA, - - PowerPoint PPT Presentation

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Mobile Augmented Reality Tssio Knop de Castro Visgraf Lab, IMPA, - - PowerPoint PPT Presentation

Mobile Augmented Reality Tssio Knop de Castro Visgraf Lab, IMPA, Rio de Janeiro 2011 Intro Mobile Augmented Reality AR Toolkit Nearest Tube App Enhance the perception of the real world Motivation Trip Advisor How to provide


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SLIDE 1

Mobile Augmented Reality

Tássio Knop de Castro Visgraf Lab, IMPA, Rio de Janeiro 2011

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SLIDE 2

Intro – Mobile Augmented Reality

  • Enhance the perception of the real world

Nearest Tube App AR Toolkit

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SLIDE 3

Motivation

  • How to provide useful information without confusing the

user?

  • Is it possible to really insert a virtual object onto a real

scene in a realistic way?

Trip Advisor

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SLIDE 4

Goal

To explore the possibilities and limitations of Mobile Augmented Reality concerning information insertion and

  • bjects rendering
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SLIDE 5

Mobile Development

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SLIDE 6

The device: Nokia N900

  • 600 MHz ARM

processor

  • 256 MB RAM
  • 5MP programmable

camera

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SLIDE 7

Maemo Development

  • MADDE (Maemo Application Development and Debugging

Environment)

  • Cross-compiling
  • Multi-platform support (Linux (32-bit/64-bit),

Windows, Mac OS X)

  • Comes with Nokia Qt SDK =)
  • It's a technology preview =(
  • Scratchbox
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SLIDE 8

Maemo Development

  • Main challenges:
  • Small community, poor documentation
  • How to compile and configure external libraries for

the N900 using this Qt-based environment? (however, Qt is a good tool to create interfaces)

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SLIDE 9

AR Toolkit Plus

  • Marker-based augmented reality:
  • Given a physical marker, this toolkit is able to compute

the camera position and orientation in real time

  • Hundreds of markers templates
  • There are marker-less methods as well (more expensive)
  • We just need a good transformation matrix.
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SLIDE 10

AR Toolkit Plus

  • Main challenges:
  • It's an external library: really tricky on MADDE
  • No longer updated since June 2006
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SLIDE 11

Coding in OpengGL ES 2.0

  • OpenGL ES 2.0
  • Programmable Shaders (GLSL)
  • No fixed function pipeline
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SLIDE 12

OpenGL ES 2.0

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Overview

Capture (GStreamer) Detect Markers, estimate

  • transf. matrix

(ARToolkitPlus) Setup VBO Setup Texture

Objects

Compile and link shaders Render!

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SLIDE 14

GStreamer

  • Powerful pipeline-based multimedia framework
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SLIDE 15

Experiments

  • 2D Text
  • Texture Overlay
  • 3D Text
  • Shadow Mapping

2D Text

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SLIDE 16

Texture Overlay

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SLIDE 17

3D text

  • More immersive than the 2D approach
  • Array of vertices
  • Simple shader

Video: 3D text

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SLIDE 18

Shadow Mapping

  • Lance Williams, Casting curved shadows on curved surfaces.

SIGGRAPH Comput. Graph. 12, 3 (August 1978)

light camera

  • bjects
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SLIDE 19

Shadow Mapping

  • Render objects from Light POV into a buffer
  • This buffer shows which regions are illuminated

light camera

  • bjects
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SLIDE 20

Shadow Mapping

  • Render from the Camera POV using the computed depth buffer
  • The (x,y,z) coordinates which aren't visible from light POV are in shadow.

light camera

  • bjects
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SLIDE 21

Shadow Mapping

Video: Shadow Mapping

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SLIDE 22

Main Challenges

  • Tracking stability
  • Limited memory and speed
  • Interface-related: one hand is always

holding the device

  • Small community
  • OpenGL ES 2.0 and GLSL sintax
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SLIDE 23

Future Work

  • Improve shadow mapping and 2D text
  • Experiment with arbitrary complex

meshes

  • Acquire light position in real time
  • Render soft shadows
  • Marker-less AR
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SLIDE 24

Special Thanks

  • Luiz Velho
  • Djalma Lucio
  • Aldo Zang
  • Leonardo Carvalho
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SLIDE 25

References

  • Tangible Interfaces using Handheld

Augmented Reality. P. Rojtberg and A. Olwal

  • OpenGL ES specs:

http://www.khronos.org/opengles/spec/

  • Understanding Virtual Reality. William R.

Sherman and Alan Craig

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SLIDE 26

Thank you

  • tknop@impa.br

www.impa.br/~tknop