Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Keynote Virtual Efficiency Congress 2012
1. Taking Augmented Reality
out of the Laboratory
and into the Real World
Dr Christian Sandor
Director: Magic Vision Lab
Senior Lecturer:
School of Computer and Information Science
University of South Australia
2. Stuttgart
University
TU Munich
2012
1975-2005
Canon
2005-2007
Columbia
University
2004
University of
South Australia
since 2008
5. Augmented Reality
[Azuma 1997]
1. Combines real and virtual
2. Interactive in realtime
3. Registered in 3–D
[Milgram & Kishino, 1994]
2 Challenges in Developing User Interfaces for Ubiquitous Augmented Reality
Mixed
Reality (MR)
Real Augmented Augmented Virtual
Environment Reality (AR) Virtuality (AV) Environment
6. AR in the Real World
1584: Pepper’s Ghost
[Giambattista della Porta]
Early 1990s: Boeing coins
term AR for their wire
assembly application
2002: Intelligent Welding
Gun [Klinker & BMW]
8. Current State of AR:
low-level = solved!
Essential technology: tracking
(where is the camera in the real world?)
Parallel Tracking and Mapping for Small AR
Workspaces [Klein & Murray, 2007]
KinectFusion [Newcombe et al., 2011]
9.
10.
11. Current State of AR:
Challenge = High-Level
1. Applications
Industrial Design (with Canon)
AR Browser (with Nokia, Samsung, Nvidia)
Medical
Games
Other industrial applications (training, maintenance,
planning, ...)
...
2. Human-Computer Interaction
Human Perception of AR
Usability
Providing more versatile AR interfaces
12. Our Approach
Augmented Reality
Visualization:
“seeing the unseen”
[McCormick, 1988]
Haptics: AR for the
sense of touch
Visualization Haptics
14. Motivation
Problems with most AR browsers:
Pieces of isolated information instead of one integrated
visualization
Bad ergonomics
Small screen problem becomes even worse
Extremely limited visualizations
Challenging: occlusions, small field of view
C
D T
E
O D B T
T
T
A
O D
field of view
field of view
view frustrum
user viewpoint user viewpoint
15. Naive Overlay Benjamin Avery, Bruce H.
Thomas, Wayne Piekarski.
ISMAR 2008.
16. Edge-based X-Ray Ben Avery, Christian Sandor,
Bruce Thomas.
VR 2009.
21. ly on visual data.
r g
chnique uses saliency maps Mrg =
f the occluder and occluded
We first compute the saliency
Saliency Map max(r, g, b) Oc
b min(r, g)
ons. Second, we perform a
lient regions in the occluder
Computation g, b)
M =
max(r, by
Figure 4: Saliency map computation: an input image is split into fe
e occluded region are made ture maps which are across-scale subtracted to a single map Mc .
These mapsPrevious and Mby are combined into mimic the recepti
Mrg
transparent. When salientInput Image Image
fields of the human eye. The features mapsthe luminosity chann
Motion is defined as observed changes in are combined to yie
ding to their strength. With Figure 4: Saliency map computation: an input image is split into fea-
the final saliencywhich are across-scale subtracted to mimic the receptive
over time. maps map.
ture
hile still maintaining strong and fields inthe human eye. The addition and across-scale subtractio
denote across scale features maps are combined to yield
Contrasts of the dyadic feature pyramids are modeled as acro
or the two stages (Saliency the final saliency map.
scale subtraction Map across scale addition and across-scale subtraction.levels of t
Red/Green Blue/Yellow denote between fine and coarse scaled
and Motion
omposition (Section 3.2), we
Luminosity Map
Opponency Map Opponency Map
pyramid. For each of the features, a set of feature maps are gene
X-ray technique. S 2 {3, 4}.2Features maps arecombined using using across-scale additi
ated as: S {3, 4}. Features maps are combined across-scale addition
Figure 5
ries of fi
m, which only used edges as
σ=0
to yield to yield conspicuity maps: = Pp Ps
conspicuity maps: Ff ,p,s , , an
ionally employs luminosity, 4 p+4
values.
es the effect for luminosity, ⊖ where ⊖ represents the visual4feature f 2 {l, c, m}. p and s ref
f = M p+4
M M
⊖ areC appliedM p 2 {2, 3, 4}, s = p + S, fin
Fp,s
σ=1 ⊖
are preserved. Figure 3(a,b) to pyramid levels and C = p=2 s=p+3as Fp,s This
an
σ=2
and occ
σ=3 p=2 s=p+3
Finally, all conspicuity maps are combined to form the saliency with em
σ=… map:
1 4 E VA
Finally, all conspicuity Smaps  Ck =
3 k2{l,c,t} combined to form the salien
are We hav
⊕map: saliency
target ac
At this point, a saliency map1 been created for an image, com-
has
Â
bining the hue, luminosity= motion features. In the next stage, gate vis
S and Ck techniqu
Saliency Map 3 k2{l,c,t}
occluded and occluder regions are composed using their saliency
Our d
information to create the final AR X-ray image.
capabili
how it
At this3.2 Composition map has been created for an image, com
point, a saliency
22. Composition
Occluder Io Occluded Id
Source Images
So Sd
Saliency Maps
⊖
Edge map E Combined Mask M
Saliency Map
⊗
Occluder Io So' Occluded Id Mask M'
⊗ ⊗
⊕
Final Composition
Ic
23. C
T
B
D
A
D
melt volume
Melting Sandor et al.
ISMAR 2009, VR 2010
25. Space-Distorting Visualizations
Radial Distortion
field of view after distortion
C
T
E
D B T
C
T D
T D
T
B D
A
D
A
D
field of view orginal
view frustrum
field of view
user viewpoint
Reconstructed Model
Projected Video Image
POI2
POI1
Ray Visualization
30. Our ISMAR 2011 Best
Demo Award
Collaboration with
Gerhard Reitmayr (TU Graz, Computer Vision)
Matt Swoboda (Sony London, Computer
Graphics)
We won against 40 other demos
Top labs: INRIA, Georgia Tech, TU Graz
Top companies: Volkswagen, Sony, Nokia...
31.
32.
33. Current Evaluation
At ISMAR, we got very unexpected
feedback from users:
20% reported a heat sensation
5% reported smelling fire
Now: formal evaluation to validate this
effect
34.
35.
36.
37.
38. Realtime Raymarching for Mobile Augmented Reality
Graeme Jarvis⇤ Christian Sandor† Sean White‡
Magic Vision Lab Magic Vision Lab Nokia Research Center
University of South Australia University of South Australia Nokia
(a) (b)
Figure 1: Raymarching on mobile phones enables us to display several effects on virtual objects that incorporate imagery from the physical
world: from simple refractions (a), to dynamic, complex scenes (c). All renderings are realtime on an iPhone 4s.
A BSTRACT (iPhone), Ray Tracer and Raytracing on Android, and many others
but all render at multiple-seconds-per-frame.
Augmented Reality (AR) is a technology that adds virtual visual
information to the user’s view of the real world. Mobile Aug- Visual effects such as ambient occlusion, reflection, refraction,
mented Reality (MAR) systems allow the user to take these aug- and dynamic soft shadow (as exampled in Figure 1) are process-
mentations with them on their travels, building the foundation of a ing intensive and difficult to simulate using other visual algorithms,
44. Key Points For Taking
AR into the Real World
Tracking: practically solved
Challenges:
Applications
AR Browser (with Nokia, Samsung, Nvidia)
Industrial Design (with Canon)
Medical
Games
Other industrial applications (training, maintenance, planning, ...)
...
Human-Computer Interaction
Human Perception of AR
Usability
Providing more versatile AR interfaces
Thank You!