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VU Augmented Reality on Mobile Devices VU Augmented Reality on Mobile Devices Introduction Introduction What is AR What is AR Interaction Techniques Navigation Collaboration Navigation, Collaboration Visualization


  1. VU Augmented Reality on Mobile Devices VU Augmented Reality on Mobile Devices  Introduction  Introduction – What is AR What is AR  Interaction Techniques  Navigation Collaboration Navigation, Collaboration  Visualization Techniques  Visual Coherence Visual Coherence  Tracking  … Includes material from Denis Kalkofen, TU Graz, , , Georg Klein Oxford, Jan Fischer 1

  2. Augmented Graphics Augmented Graphics  Information  Virtual Objects  Visualization  Graphics  Understanding  Realism Understanding Realism 2

  3. Topics Topics  Occlusion  Occlusion  Lighting Lighting  Camera effects Camera effects  Visual effects 3 3

  4. Scene models Scene models  Computer graphics completely models real scene  Computer graphics completely models real scene  Geometry accessible Geometry accessible for calculations  Occlusions  Lighting Li hti  Shadows  Camera parameters 4 4

  5. Augmented Reality Augmented Reality  Less information available  Final image through compositing iti  Digital in video see-through  Physical in optical see- through, projection  Approximate real world  Approximate real world to simulate interaction  geometrical, appearance  post processing 5 5

  6. Occlusion Handling Occlusion Handling  Virtual in front of real  Draw augmentation on top of video background video background  Virtual behind real QuickTime™ and a  Need strategy to distinguish decompressor are needed to see this picture. visible from occluded i ibl f l d d augmentations 6

  7. Phantom Rendering Phantom Rendering  Render registered virtual representations g p (Phantoms) of real objects  Occlusions handled by graphics hardware hi h d 1. Draw Video 2. Disable writing to color buffer (glColorMask or glBlendFunc(0,1)) 3 Render phantoms of 3. Render phantoms of real scene ➔ sets depth buffer 4. Enable writing to color buffer 5. Draw virtual objects 7 7

  8. Phantom Rendering Phantom Rendering 8

  9. Phantom Rendering Phantom Rendering  Polygonal data [Breen96 Fiala06]  Polygonal data [Breen96,Fiala06] 9

  10. Phantom Rendering Phantom Rendering  Volume data  Volume data  Phantom = Isosurface using ’FirstHit Raycasting’ [Fischer04] 10

  11. Problems of Phantom Rendering Problems of Phantom Rendering  Requires accurate  Requires accurate  Model  Tracking data  Registration R i t ti 11

  12. Occlusion Refinement Occlusion Refinement  To overcome poor  To overcome poor  Model  Tracking  Registration R i t ti [DiVerdi06] 12

  13. Occlusion Refinement Occlusion Refinement  Image based post processing  Image based post-processing [Kl i 05] [Klein05] [DiV [DiVerdi06] di06] 13

  14. Occlusion Refinement Occlusion Refinement 14

  15. Probabilistic Occlusion Handling Probabilistic Occlusion Handling  Soft transition between occluding and hidden objects  Soft transition between occluding and hidden objects  Compensate for tracking and registration error, by reducing the occluder’s transparency depending on g p y p g the probability of occlusion [Fuhrmann99] 15

  16. Model Free Occlusion Handling Model Free Occlusion Handling  Instead of tracked & registered g phantom model  Construct depth map from video  from Computer Vision  Stereo, Shading, Structured Light etc.  Consider Performance Co s de e o a ce [PointGrey Bumblebee] [Fischer07] 16

  17. Modell Free Occlusion Handling Modell Free Occlusion Handling  Initialize rendering of augmentations with depth map  Initialize rendering of augmentations with depth map from video [Fischer07] 17

  18. Model Free Occlusion Handling Model Free Occlusion Handling  Using a priori g p knowledge about scene layout Foreground  Foreground and  Foreground and background objects are known  Online separation by  Online separation by foreground illumination [Grundhoefer07] 18

  19. Model Free Occlusion Handling Model Free Occlusion Handling  Online separation by foreground illumination  Online separation by foreground illumination [Grundhoefer07] 19

  20. Model Free Occlusion Handling Model Free Occlusion Handling  Using a priori knowledge g p g about scene layout  Hands are always in front and visible visible Hand Occlusion Hand Occlusion Hand Occlusion Hand Occlusion  Hand segmentation by using hand color [Sandor07] [Sandor07] 20

  21. Semi-Automatic Model Free Occlusion Handling Handling  Manual a priori foreground segmentation  Manual a priori foreground segmentation  Boundary tracking Boundary Boundary [Lepetit00] 21

  22. Lighting Lighting  Shadows  Shadows  Global illumination Global illumination  Interaction between real and virtual objects Interaction between real and virtual objects 22

  23. Shadows Shadows  Important for  Important for  Depth perception  Scene interpretation  Relations  real ➔ real ea ea  real ➔ virtual  virtual ➔ real  virtual ➔ virtual virtual ➔ virtual [Haller03] [Haller03] 23

  24. Scene model Scene model  Virtual objects Virtual objects  Impostors for pos o s o real objects  Light sources  real must be reflected in shading  real must be used to shadow casting 24

  25. Drop shadow on plane Drop shadow on plane  Simple scene geometry  Simple scene geometry  Only virtual shadows 25

  26. Shadow volume rendering Shadow volume rendering  Multi pass shadow volume  Multi-pass shadow volume 1. Draw real scene from video image 2. Draw virtual ➔ real shadows 3 D 3. Draw virtual objects i t l bj t 4. Draw real, virtual ➔ virtual objects 26

  27. Illumination Illumination  Real scenes have complex illumination  Real scenes have complex illumination  More than 1 light source  Complex light sources - area, inter-reflection, color  Global illumination through indirect light Gl b l ill i ti th h i di t li ht  Measure illumination  Measure illumination  Light probe 27

  28. Light probe for environment maps Light probe for environment maps  Light probe  Shiny crome sphere  Create HDR  Create HDR environment map  Captures most directions [Devebec98] 28

  29. Image-based Lighting and shadows Image-based Lighting and shadows  Illuminate surfaces with environment map map [Devebec98] [ ]  Approximate with light field g and blend multiple shadows shadows [Knecht10] 29

  30. Image-based Lighting and shadows Image-based Lighting and shadows 30

  31. Light acquisition without a sphere Light acquisition without a sphere [Pilet06]  Calibrate multi-camera system  planar target with feature point  planar target with feature point recognition  On-line and off-line estimation O li d ff li ti ti of a light map  no light occlusions  depends only on normal direction 31

  32. Now all together Now all together  Interaction between close real and virtual objects  light bleeding  light bleeding  shadowing  refraction  Render dynamic environment maps per p p virtual object (a) Environment map (b) Light sources (c) Virtual objects (d) Impostors [Pessoa10] 32

  33. Now all together Now all together 33

  34. Camera Effects Camera Effects  Small & cheap cameras & lenses  Small & cheap cameras & lenses  Many problems  Distortion  Vignetting  Chromatic aberration  Softness in corners  Bayer pattern artifacts  Color compression  Arbitrary image processing Arbitrary image processing  Motion blur f=2.1 mm, f/2.0, around $10 34

  35. A terrible image 35

  36. Graphics don’t match 36

  37. Lens distortion Lens distortion  Wide angle lenses g  good for tracking  not well modeled with a pinhole camera  Texture-based Approach  Watson & Hodges ’95  Render undistorted initially  Use texture mapping to distort pp g rendered image  Geometry-based Approach Geometry based Approach  Vertex shader to tweak geometry 37

  38. Render un-distorted visuals Render un-distorted visuals [Klein05]  Render into off screen  Prepare a grid for buffer texture mapping texture mapping 38

  39. Compositing with video background Compositing with video background [Klein05]  Overlay distorted  Draw video background texture texture 39

  40. Final Image 40

  41. Geometry-based Approach Geometry-based Approach  Vertex shader to move vertices in projected image  Requires geometry subsampling q g y p g  Artifacts at the image edge 41

  42. More effects More effects  Lens  Lens  Vignetting Sony 1/4” CCD  Chromatic aberration 640x480@30Hz 640x480@30Hz  Softness in corners S ft i Bayer mask  Image acquisition g q  Antialiasing  Sharping  Quantization Quantization  Bayer CFA artifacts  Color compression 42

  43. Emulating camera effects Emulating camera effects  Some effects require changes to 3D rendering  Some effects require changes to 3D rendering  E.g: Depth defocus, proper motion blur  Expensive ! p  Focus on post-processing:  Take single RGBA image rendered in OpenGL  Modify this image to emulate camera effects  Limitations Limitations  No full motion blur [Klein08] 43

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