12,126 research outputs found
Dynamic Illumination for Augmented Reality with Real-Time Interaction
Current augmented and mixed reality systems suffer a lack of correct illumination modeling where the virtual objects render the same lighting condition as the real environment. While we are experiencing astonishing results from the entertainment industry in multiple media forms, the procedure is mostly accomplished offline. The illumination information extracted from the physical scene is used to interactively render the virtual objects which results in a more realistic output in real-time. In this paper, we present a method that detects the physical illumination with dynamic scene, then uses the extracted illumination to render the virtual objects added to the scene. The method has three steps that are assumed to be working concurrently in real-time. The first is the estimation of the direct illumination (incident light) from the physical scene using computer vision techniques through a 360° live-feed camera connected to AR device. The second is the simulation of indirect illumination (reflected light) from the real-world surfaces to virtual objects rendering using region capture of 2D texture from the AR camera view. The third is defining the virtual objects with proper lighting and shadowing characteristics using shader language through multiple passes. Finally, we tested our work with multiple lighting conditions to evaluate the accuracy of results based on the shadow falling from the virtual objects which should be consistent with the shadow falling from the real objects with a reduced performance cost
Vision-Based Three Dimensional Hand Interaction In Markerless Augmented Reality Environment
Kemunculan realiti tambahan membolehkan objek maya untuk wujud bersama dengan dunia sebenar dan ini memberi kaedah baru untuk berinteraksi dengan objek maya. Sistem realiti tambahan memerlukan penunjuk tertentu, seperti penanda untuk menentukan bagaimana objek maya wujud dalam dunia sebenar. Penunjuk tertentu mesti diperolehi untuk menggunakan sistem realiti tambahan, tetapi susah untuk seseorang mempunyai penunjuk tersebut pada bila-bila masa. Tangan manusia, yang merupakan sebahagian dari badan manusia dapat menyelesaikan masalah ini. Selain itu, tangan boleh digunakan untuk berinteraksi dengan objek maya dalam dunia realiti tambahan. Tesis ini membentangkan sebuah sistem realiti tambahan yang menggunakan tangan terbuka untuk pendaftaran objek maya dalam persekitaran sebenar dan membolehkan pengguna untuk menggunakan tangan yang satu lagi untuk berinteraksi dengan objek maya yang ditambahkan dalam tiga-matra. Untuk menggunakan tangan untuk pendaftaran dan interaksi dalam realiti tambahan, postur dan isyarat tangan pengguna perlu dikesan.
The advent of augmented reality (AR) enables virtual objects to be superimposed on the real world and provides a new way to interact with the virtual objects. AR system requires an indicator to determine for how the virtual objects aligned in the real world. The indicator must first be obtained to access to a particular AR system. It may be inconvenient to have the indicator in reach at all time. Human hand, which is part of the human body may be a solution for this. Besides, hand is also a promising tool for interaction with virtual objects in AR environment. This thesis presents a markerless Augmented Reality system which utilizes outstretched hand for registration of virtual objects in the real environment and enables the users to have three dimensional (3D) interaction with the augmented virtual objects. To employ the hand for registration and interaction in AR, hand postures and gestures that the user perform has to be recognized
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Spatial calibration of an optical see-through head-mounted display
We present here a method for calibrating an optical see-through Head Mounted Display (HMD) using techniques usually applied to camera calibration (photogrammetry). Using a camera placed inside the HMD to take pictures simultaneously of a tracked object and features in the HMD display, we could exploit established camera calibration techniques to recover both the intrinsic and extrinsic properties of the~HMD (width, height, focal length, optic centre and principal ray of the display). Our method gives low re-projection errors and, unlike existing methods, involves no time-consuming and error-prone human measurements, nor any prior estimates about the HMD geometry
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