| G. J. Klinker, K. H. Ahlers, D. E. Breen, P-Y. Chevalier, C. Crampton, D. S. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan and R. T. Whitaker: "Confluence of Computer Vision and Interactive Graphics for Augmented Reality," Precense, Vol. 6, No. 4, pp. 433--451, 1997. |
....designs have been implemented using an FPGA based platform and run at full video frame rate for images up to size 6JO by J80 pixels. 1 Introduction Augmented reality is a technology for enhancing environmental perception and interaction by combining real and synthetic images in real time [4]. The enhancement may consist of virtual ar tifacts superposed on a real environment (Figure 4) real objects overlaying on a synthetic background (Figure 6) or a display of non geometric information about objects in the scene (Figure 9) Applications of augmented reality include surgical ....
.... 6) or a display of non geometric information about objects in the scene (Figure 9) Applications of augmented reality include surgical planning and medical image visualisation, guidance for manufacturing and repair, path planning in tele robotics, and special effects for entertainment purposes [4]. Several features of augmented reality motivate the use of reconfigurable hardware. First, augmented reality requires intensive processing since synthetic objects have to be blended with live video of real objects. In contrast, applications such as virtual reality involve only generating ....
[Article contains additional citation context not shown here]
G.J. Klinker et. al., "Confluence of computer vision and interactive graphics for augmented reality ", Presence: Teleoperators and Virtual Envi- ronments, 6(4), 1997, pp. 433-451.
....a new medium In this paper we present two interaction techniques using mixed environments with virtual humans: Direct manipulation of objects to interact in a mixed environment. Employing a virtual human as avatar to interact in a mixed environment. We developed an Augmented Reality [10] [11] set up to demonstrate our ideas with two case studies. 2 Experimental Augmented Reality Set up Our experimental Augmented Reality Set up contains rendering, environment and virtual human simulation, mixing and computer vision sensor modules. The Figure 1 presents an overview of our syster ....
G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperations and Virtual Environments, 6(4):433-451, 1997.
.... sound, speech or haptic data; 2) Potential physical targets of enhancement to combine physical and digital data [11] users, physical objects and the environment are the three main targets identified; 3) Adequacy of the provided data to the task, as well as the location where they are perceivable [1]; 4) Ability of the system to bridge the gap between physical and digital entities [21] As this research suggests, developing an AR system is di#erent from developing other sorts of interactive system. It is often neither obvious nor easy to design and implement appropriate combinations of ....
Ahlers, K., Klinker, G., H. Breen, D., Chevalier, P.-Y., Crampton, C., Greer, D., S., Koller, D., Kramer, A., Rose, E., Tuceryan, M., Whitaker, R., Confluence of Computer Vision and Interactive Graphics for Augmented Reality, in Presence: Teleoperators and Virtual Environments (Special issue on AR),6, 4: 433-451, 1997.
....vision based tracking. Usability issues such as monster selection, colour, and input devies are discussed. A second application for AR architectural design visualisation is presented. 1 Introduction Many current applications place the user in a first person perspective view of a virtual world [6], such as games, architectural design viewers [2] geographic information systems and medical applications [12 ] In this paper w edescribe a project to move these forms of applications outdoors, displaying their relevant information by augmenting reality. In particular w e con sider the game ....
G. J. Klinker, K. H. Ahlers, D. E. Breen, P. Chevalier, C. Crampton, D. S. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. T. Whitaler. Confluence of computer vision and interactive graphics for augmented reality. PRESENCE: Teleoperations and Virtual Environments, 6(4):433451, August 1997.
....frame of reference, therefore, presents a limitation for augmented realities, since it implies that objects in the environment are calibrated to the trackers frame of reference and, after calibration, they do not move. This assumption is valid for applications such as architectural visualization [10, 11] where the walls, floors, and doors form a rigid structure whose world coordinates can be calibrated, or are already known by design, and are not likely to move. This rigid structure criterion excludes a large class of AR applications that provide annotation on objects whose positions in a room or ....
....likely to move. This rigid structure criterion excludes a large class of AR applications that provide annotation on objects whose positions in a room or the world may vary freely without impact on the AR media linked to them. For example, AR applications in manufacturing, maintenance, and training [10, 12, 13] require virtual annotations that provide task guidance and specific component indications on subassemblies or portions of structure (Fig.1) These applications are often objectcentric, and a more appropriate tracking solution, based on viewing the object itself [14, 15, 16, 17, 18, 19, 20, ....
[Article contains additional citation context not shown here]
G. Klinker, K. Ahlers, D. Breem, P. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, R. Whitaker, Confluence of Computer Vision and Interactive Graphics for Augmented Reality, Presence: Teleoperator and Virtual Environments, Vol. 6, No. 4, pp. 433-451, August 1997
....2 calibrated targets or beacons. For indoor applications, a minimal set of calibrated passive targets (fiducials) appear practical and prudent if they, in turn, facilitate robust and accurate tracking. Many systems adopt this approach [Kim97] Neum96] Stat96] Madr96] Mell95] Kutu96] Reki97] [Klin97] [Koll97] From a practical and engineering standpoint, colored circle stickers make good fiducials for several reasons. They are inexpensive to produce on color inkjet or laser printers. A 2D ellipse models their projection from any viewpoint. The circles represent points, so small stickers ....
G. Klinker, K. Ahlers, D. Breem, P. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, R. Whitaker, Confluence of Computer Vision and Interactive 23 Graphics for Augmented Reality, Presence: Teleoperator and Virtual Environments, Vol. 6, No. 4, pp. 433-451, August 1997
....The Figure 2 presents snapshots from an interactive object behaviour design. Figure 2: Snapshots of the Object Behaviour Design 4. AUGMENTED REALITY SIMULATION Augmented Reality is an emerging technology, where virtual and real elements (objects, humans) interact in a mixed environment[13][14] A lot of effort is put on HMD based or projective AR systems. Our AR concept is focusing on 3 rd . party point of view, where we emphasize on creating photorealistic illusion of a mixed environment for a large user group audience. We developed an integrated AR system to perform our ....
G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperations and Virtual Environments, 6(4):433--451, 1997.
....to play in virtual environments containing many people such as airports, train stations, or even cities. Most o these applications, however, have been developed in a Virtual Reality context and these Virtual Humans inhabit purely synthetic worlds. As the demand or Augmented Reality systems grows [1, 7, 12], so will the need to allow them to coexist and interact with real humans who live in the real world [9] True interaction between virtual and real humans requires twoway communication. Real people are o course easily made aware o the virtual humans actions. However, it is much more di#cult to ....
....a realistic looking augmented reality interaction. Recently, image processing has become popular for digital warping [15] to add new real actors into existing films, as was done in the Forrest Gump movie. It has also been shown to become increasingly useful for augmented reality applications [7]. Movie companies have successfully produced films like JurassicP ark, The Mask, or Titanic with digital creatures generated in a non real time context. Similarly, in earlier work [14] we have developed an Augmented Reality system that allows virtual humans to perform script driven actions. ....
G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperations and Virtual Environments, 6(4):433--451, 1997.
....play in virtual environments containing many people such as airports, train stations, or even cities. Most of these applications, however, have been developed in a Virtual Reality context and these Virtual Humans inhabit purely synthetic worlds. As the demand for Augmented Reality systems grows [1, 7, 12], so will the need to allow them to coexist and interact with real humans who live in the real world [9] True interaction between virtual and real humans requires twoway communication. Real people are of course easily made aware of the virtual humans actions. However, it is much more di#cult to ....
....a realistic looking augmented reality interaction. Recently, image processing has become popular for digital warping [15] to add new real actors into existing films, as was done in the Forrest Gump movie. It has also been shown to become increasingly useful for augmented reality applications [7]. Movie companies have successfully produced films like Jurassic Park, The Mask, or Titanic with digital creatures generated in a non real time context. Similarly, in earlier work [14] we have developed an Augmented Reality system that allows virtual humans to perform script driven actions. ....
G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperations and Virtual Environments, 6(4):433--451, 1997.
....image was created to demonstrate a vision based tracking system developed at UNC [State96a] and described in Section 2.2.3. as virtual environment (VE) Recent texts [Rheingold91, Sherman98] provide a complete discussion of VE. Further details about AR can be found in survey articles [Azuma97, Klinker97] but the primary sources are still the various papers describing specific implementations cited below. 1.1.1 Historical Context The concept of a display system indistinguishable from reality was introduced by Ivan Sutherland in The Ultimate Display [Sutherland65] A preliminary realization of ....
....is to show the location of hidden objects such as the infrastructure of a building [Feiner95, Webster96] The ARGOS [Drascic93] system tackles such tasks under difficult viewing conditions, including viewing of a space shuttle bay interior. Designers could visualize a proposed room arrangement [Klinker97] or even a proposed renovation to a building. 22 2.1.2.3 Entertainment Another application of AR is entertainment. While VE have often been suggested for entertainment applications in the form of video games, AR offers the advantage of the ability to use real objects as part of the game. One ....
Klinker, G. J., Ahlers, K. H., Breen, D. E., Chevalier, P.-Y., Crampton, C., Greer, D. S., Koller, D., Kramer, A., Rose, E., Tuceryan, M., and Whitaker, R. T. (1997). Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4):433-- 451.
....world augmented with appropriate graphics. An application of such a system enables the guided repair of a laser printer[4] Similar applications for repairing an automobile engine have also been demonstrated with visually annotated instructions appearing on the lens of the see through glasses[7]. In the previous examples, the user was present in the physical environment. Similar operations can be performed remotely. An example of remote Augmented Reality is a telerobot system used to deliver video of a remote scene to a special display enhanced with interactive graphics and worn or ....
Gudrun J. Klinker, Klaus H. Ahlers, David Breen, PierreYves Chevalier, Chris Compton, Douglas Greer, Dieter Koller, Andres Kramer, Eric Rose, Mihran Tuceryan, and Ross T. Whitaker, "Confluence of computer vision and interactive graphics for augmented reality," Presence, August, vol. 6, no 4, 1997.
....reality applications. Tracking for AR in a fixed frame of reference, however, implies that objects in the environment are calibrated to the tracker s frame of reference and that, after calibration they remain fixed. This assumption is valid for applications such as architectural visualization [KLIN97, FEIN95] where the walls and floors form a rigid structure whose world coordinates can be calibrated, or are already known by design, and are not likely to move. World centric trackers can be used to calibrate movable objects [FEIN93, STAR97, WELL93, BAJU92] but this generally entails placing and ....
....objects with current world centric tracking approaches. A large class of AR applications require annotation on objects whose positions in a room or the world may vary freely without impact on the AR media linked to them. For example, AR applications in manufacturing, maintenance, and training [KLIN97, CAUD92, FEIN93] require virtual annotations that provide task guidance and specific component indications on subassemblies or portions of structure (Fig.1) These applications are particularly suited to wearable computers because of the mobility afforded to the user. A more appropriate tracking solution for ....
[Article contains additional citation context not shown here]
G. Klinker, K. Ahlers, D. Breem, P. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, R. Whitaker, "Confluence of Computer Vision and Interactive Graphics for Augmented Reality," Presence: Teleoperator and Virtual Environments, Vol. 6, No. 4, pp. 433-451, August 1997
....designs have been implemented using an FPGA based platform and run at full video frame rate for images up to size 640 by 480 pixels. 1 Introduction Augmented reality is a technology for enhancing environmental perception and interaction by combining real and synthetic images in real time [4]. The enhancement may consist of virtual artifacts superposed on a real environment (Figure 4) real objects overlaying on a synthetic background (Figure 6) or a display of nongeometric information about objects in the scene (Figure 9) Applications of augmented reality include surgical planning ....
.... 6) or a display of nongeometric information about objects in the scene (Figure 9) Applications of augmented reality include surgical planning and medical image visualisation, guidance for manufacturing and repair, path planning in tele robotics, and special effects for entertainment purposes [4]. Several features of augmented reality motivate the use of reconfigurable hardware. First, augmented reality requires intensive processing since synthetic objects have to be blended with live video of real objects. In contrast, applications such as virtual reality involve only generating ....
[Article contains additional citation context not shown here]
G.J. Klinker et. al., "Confluence of computer vision and interactive graphics for augmented reality ", Presence: Teleoperators and Virtual Environments, 6(4), 1997, pp. 433--451.
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G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kraemer, E. Rose, M. Tuceryan, and R. Whitaker, "Confluence of computer vision and interactive graphics for augmented reality," Presence: Teleoperators and Virtual Environments (Special issue on Augmented Reality), January 1997.
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G.J. Klinker, K.H. Ahlers, D.E. Breen, P._Y. Chevalier, C. Crampton, D.S. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R.T. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence, Special Issue on Augmented Reality, 6(4):433-451, August 1997.
....works which describe AR as a whole. Azuma classifies AR systems based on display types and levels of immersion [1] Feiner, et al. and Kutulakos and Vallino discuss workspace object representations in AR systems [6, 17] Klinker, et al. describe the merging of graphics and computer vision [16]. Fuchs and Rolland compare and contrast optical and video see through HMDs [7] AR systems can be broadly categorized by the type of display they use. The first class is known as video seethrough. Video see through systems use a camera and display as an intermediary between the user and the ....
G. J. Klinker, K. H. Ahlers, D. E. Breen, P.-Y. Chevalier, C. Crampton, D. S. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. T. Whitaker. Confluence of computer vision and interactive graphics for augmented reality. Presence: Teleoperators and Virtual Environments, 6(4):433-- 451, August 1997.
....by an an initial calibration of the real camera and a dynamic update of its external parameters. From the vision point of view, this is one of the most challenging technical problems that needs to be addressed in order to produce a useful and convincing video based augmented reality system ([10]) More traditional augmented reality approaches employ magnetic tracking devices for sensing position and orientation of a moving camera (e.g. 8; 11] They suffer, however, from (a) limited range (3 5m) b) interference with ferromagnetic objects of the environment, and (c) lack of ....
G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kraemer, E. Rose, M. Tuceryan, and R. Whitaker, "Confluence of computer vision and interactive graphics for augmented reality," Presence: Teleoperators and Virtual Environments (Special issue on Augmented Reality), January 1997.
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G. J. Klinker, K. H. Ahlers, D. E. Breen, P-Y. Chevalier, C. Crampton, D. S. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan and R. T. Whitaker: "Confluence of Computer Vision and Interactive Graphics for Augmented Reality," Precense, Vol. 6, No. 4, pp. 433--451, 1997.
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Klinker GJ, Ahlers KH et al., Confluence of computer vision and interactive graphics for augmented reality. PRESENCE: Teleoperations and Virtual Environments 1997; 6(4): 433--451
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G. Klinker, K. Ahlers, D. Breen, P.-Y. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, and R. Whitaker. Confluence of computer vision and interactive graphics for augmented reality. Presence: Teleoperators and Virtual Environments, 6(4):433--451, 1997. 8
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G. Klinker, K. Ahlers, D. Breem, P. Chevalier, C. Crampton, D. Greer, D. Koller, A. Kramer, E. Rose, M. Tuceryan, R. Whitaker. Confluence of Computer Vision and Interactive Graphics for Augmented Reality. Presence: Teleoperators and Virtual Environments, Vol. 6, No. 4, pp. 433-451, August 1997.
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