Visual Coherence
Virtual and Augmented reality
Zuzana Berger Haladová
VR rendering
Computer graphics completely models real scene
Geometry accessible for calculations
Occlusions
Lighting
Shadows
Camera parameters
AR rendering
Less information available
Final image through compositing
Digital in video see-through
Physical in optical see-through, projection
Approximate real world to simulate interaction
Depth cues
Depth cues
Relative size
Relative height
Perspective
Surface detail
Atmospheric attenuation
Occlusion
Shading
Shadows
Occlusion
Phantom rendering
Render registered virtual representations (Phantoms) of real objects
Occlusions handled by graphics hardware
Phantom rendering
Requires accurate:
Edge occlusion
A possible approach for occlusion refinement can be performed purely on the GPU. First, edges are detected in the video image and matched with edges of the virtual models. The corrected edges are then superimposed with alpha blending on top of the polygon from which they were derived.
Edge occlusion
Search near the projected edge of a phantom object for the true edge of the corresponding real objects to get true occlusion boundaries
Model Free occlusion
Lighting of virtual objects
Environment map: an efficient representation of the illumination an object receives from its surroundings
Differential rendering
Differential Path tracing
Realtime path tracing enables realistic global illumination effects, as demonstrated in this comparison of local (left) and global (right) illumination rendering for augmented reality
Reflections, Refractions...
Diminished reality
For marker removal- texture synthesis from area around the marker
Fooling in VR
Low quality rendering
How to distract user to not percieve low quality rendering
Infinite walking
How to achieve infinite walking in limited space?
Infinite walking
Fool the brain
Infinite walking
Overlapping rooms/corridors
Generated on the fly
Infinite walking
Visual tracking
Natural Features
Marker tracking
Marker tracking
Marker tracking
Grayscale
Threshold image (adaptively)
Determine threshold locally (e.g. for 4x4 neighbourhood) based on the gradient of the logarithm of image intensities
Interpolate linearly over the image
Marker tracking
Marker tracking
Camera calibration
Lens distortion
Lens distortion
r - radial distortion
t - tangential distortion,
p- thin prism parameters
A:r
B: t,p
C: t
D: r,t,p
Multiple-Camera Infrared Tracking
Blob detection in all images (centroid of connected regions)
Establish point correspondences between blobs using epipolar geometry
Triangulation of 3D points from multiple 2D points
Matching of 3D candidate points to target points
Compute target pose (absolute orientation)
Sparse vs. Dense tracking
Tracking by detection
Targets are detected every frame
Detection and pose estimation are solved simultaneously
Tracking by detection
Tracking by detection
Read more in https://www.robots.ox.ac.uk/~vgg/hzbook/
Vuforia features
Detection and (incremental) tracking
Tracking and detection are complementary approaches.
After successful detection, the target is tracked incrementally.
If the target is lost, the detection is activated again
Incremental tracking
Incremental tracking relies on good prior information on camera pose.
Active search: the initial estimate of camera is extrapolated from the last known pose using a motion model. (First-order model)
Patch tracking
Target detection
Find features in reference image
Target tracking
Normalized cross correlation
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Motion model
Active search in 2D vs 3D
Patch tracking
Hierarchical matching
Patch tracking
Invariant to strong affine transformations (tilt close to 90°)
NCC allows severe lighting changes
Tracking approaches
Model first:
Marker tracking
Natural features tracking
Build a model while tracking:
SLAM (Simultaneous localization and mapping)
PTAM
Kinect fusion
PTAM
Keyframe SLAM
Keyframes added when baseline is high
Check all FAST corners
References
Bimber, O., & Raskar, R. (2005). Spatial augmented reality: merging real and virtual worlds. AK Peters/CRC Press.
Hainich, R. R., & Bimber, O. (2016). Displays: fundamentals & applications. AK Peters/CRC Press.
Schmalstieg, D., & Hollerer, T. (2016). Augmented reality: principles and practice. Addison-Wesley Professional.