Spatial augmented reality merging real and virtual worlds pdf


 

Spatial Augmented Reality. Merging Real and Virtual Worlds. Oliver Bimber, Ramesh Raskar. This copy was downloaded from. ruthenpress.info for individual use. Spatial Augmented Reality. Merging Real and Virtual Worlds. Oliver Bimber. Bauhaus-University, Weimar. Ramesh Raskar. Mitsubishi Electric Research. create high level of consistency between real and virtual environments. We describe techniques for . Bimber and Raskar, Spatial Augmented Reality. Siggraph 1 . view of the real world: Video see-through head-mounted displays that make use of video-mixing and display the merged images within.

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Spatial Augmented Reality Merging Real And Virtual Worlds Pdf

Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research. true. Augmented reality as well as virtual reality are in fact trending terms. and are .. Microsoft Hololens, a spatial-aware AR HMD. . Merging real and virtual worlds has been in many people's minds for decades. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and.

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Already read this title? Stay on CRCPress. Exclusive web offer for individuals on print book only. Merging Real and Virtual Worlds. Preview this Book. Spatial Augmented Reality: Select Format: Add to Wish List. Close Preview. World Transactions on Engineering and Technology Education, 3 1 , World Transactions on Engineering and Technology Education, 1 2 , Lin, H.

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Augmented reality for anatomical education. Nevertheless they do not introduce interaction techniques for augmented reality and they only project informative content that cannot be modified. Their system projects 3D images over reflective surfaces that can have different predefined simple shapes and enables the user to interact with the environment.

The prototypes proposed by CastAR get close to a virtual reality projective holobench system and they do not propose any augmentation of tangible 3D objects.

Unfortunately CastAR closed their doors in due to a lack of interest for this technology in the industry they were targeting. But unlike CastAR the authors chose to focus motion capture application.

Thus the system is prototyped to work in a larger and non-friendly infra-red environment. However the projection over 3D tangibles objects is still not considered and no tracking system is required other than the smartphone sensors.

More recent work from Harrison et al. Indeed mounting the projector on the shoulder also leaves the hands free to interact. The interaction they proposed is a tactile one on simple surfaces and on body parts. The projection over those surfaces is still planar and the geometry of tangible objects is not taken into account. MoSART enables mobile interactions with tangible objects by means of head-mounted projection and tracking.

Spatial augmented reality - merging real and virtual worlds

MoSART allows to straightforwardly and directly manipulate 3D tangible objects, and then interact with them using dedicated interaction tools. It also allows sharing the experience with other users in collaborative scenarios.

The main components of a MoSART system are thus: 1 a head-mounted projection, 2 a head-mounted tracking, 3 tangible object s , 4 several interaction tools. These main components are illustrated in Figure 2 and explained hereafter. Projection: Head-mounted projection is used by MoSART to display the virtual content in the field-of-view and workspace of the user in a direct and unobtrusive way allowing to augment the objects located in the user's field of view.

This also implies that projection mapping techniques are required to match the 3D surface of the tangible object with the virtual content. This naturally implies that the SAR projector must be intrinsically tracked by the system. Thus the approach requires having both a physical model and a 3D virtual model of the object the user is interacting with.

Such tangible tools can benefit from the projection and tracking features of the system.

This also implies that dedicated 3D interaction techniques and metaphors need to be designed for every tool. Two complementary collaborative modes are made possible. Second, if other headsets are available multiple-devices configuration , the different projectors can be used to increase the projection area having for instance one user projecting on one side of the tangible object, and another user projecting on another side. MoSART involves head-mounted projection 1 and tracking 2.

Direct 3D interactions are made possible with the tangible objects 3 and tools 4. Collaboration and multi-user scenarios can be addressed with or without additional headset s.

Our prototype includes a headset Figure 3 and a specific set of tangible objects Figure 4 and tangible tools Figure 8 , coming with dedicated 3D interaction techniques. The headset gathers a pico-projector for projection mapping and two infrared cameras for optical tracking.

The objects are white or covered with white painting. Reflective markers are positioned over the objects to facilitate their localization.

The cameras are rigidly attached on both sides of the projector. The projector is used to perform projection mapping on the tangible objects that are tracked with the optical tracking system see Figure 3. The cameras are used to provide 6-DOF tracking data of the tangible objects thanks to feature-based stereo optical tracking algorithms. An off-line initial calibration step is required to estimate the position and orientation of the projector with respect to the cameras.

Such a configuration projector and tracking system attached allows the system to be moved around the scene. The tangible objects used are ideally but not necessary white or covered with reflective white paint coating, allowing to provide better results in terms of image color and contrast when projecting over the object.

Several reflective markers commonly 4 or 5 are positioned at the surface of every tangible object see Figure 4 , and are used to track and localize it using an optical tracking system.

Optical Tracking The tracking system mounted on the helmet is used to localize the tangible objects and interaction tools.

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The objective is to compute the position and orientation of the objects according to the projector. The system computes tracking data from the video streams provided by the two infrared cameras and it relies on feature-based stereo optical tracking.

Feature-based optical tracking provides generally better performances than model-based tracking techniques in terms of accuracy and jitter. Localizing a rigid structure of markers constellation can be done generally faster than localizing a model.

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