Digital Content Creation for Seamless Augmented Reality · 2015-05-03 · [3]: Next-Generation...
Transcript of Digital Content Creation for Seamless Augmented Reality · 2015-05-03 · [3]: Next-Generation...
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Marc Fischer, 14.04.2015
Digital Content Creation for Seamless Augmented Reality
Image Source: [A]
Ubiquitous Computing Seminar FS2015, ETH Zurich
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„AR as any system that has the following three characteristics:
1. Combines real and virtual
2. Is interactive in real time
3. Is registered in three dimensions“
• Enrich the environment
• Support user
2
What is augmented reality?
[Azuma, 1997, Image: A]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
3
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
4
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
5
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
6
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
7
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
8
Where is augmented reality?
[2, B – H]
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• Education
• Advertising and Marketing
• Architecture and Construction
• Entertainment
• Medical
• Military
• Travel
9
Where is augmented reality?
[2, B – H]
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Milgram‐Weiser continuum
[Newman, 2007]
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Devices
[I, J, K, L]
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What does AR need?
• Content
• Registration
• Tracking
• Display techniques
12 [Wagner Daniel, PhD Thesis „Handheld Augmented Reality“, M]
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What does AR need?
• Content
• Registration
• Tracking
• Display techniques
13 [Wagner Daniel, PhD Thesis „Handheld Augmented Reality“, M]
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What does seamless AR need?
[3, 4, 5, 6]
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Simulating Low-Cost Cameras for
Augmented Reality Composing
Handling Motion-Blur in 3D Tracking and
Rendering for Augmented Reality
Next-Generation Augmented Reality
Browser: Rich, Seamless, and
Adaptive
Roadmap
15 [3, 4, 5]
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• Langlotz and Schmalstieg, Next-Generation Augmented Reality Browser: Rich, Seamless, and Adaptive (2014)
• AR anywhere
• Information from social media, crowd, database
• Smartphone or head mounted displays
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AR Browser: Introduction
[3]
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• Content density
• Mostly static content, bad content integration
• Accurate and global, seamless registration
• Precise tracking
• Adaptivity (context awareness)
• View management
techniques
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AR Browser: Challenges
[3]
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• Localization and tracking step
• Without prior knowledge
– Tracking on the mobile phone
– Create panoramic image in the background
– The panoramic image is uploaded to a server
– Server searches in Database for localization
– Returns localization of features
• Limitations
– Manual effort, crowdsourced map labeling
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AR Browser: Registration
[3]
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• Most content stored in proprietary formats
• Hard to create content on mobile device
• Textual Annotations: point and click
• Audio Annotations
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AR Browser: Content
[3]
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• Video Annotations
• Three dimensional media
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AR Browser: Content
Source: [3]
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• Image importance: do not cover important content
• Generation of an edge map, passed then to a layout solver to rearrange the labels
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AR Browser: User Interface – View Management: Placing labels
[3]
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• Get a better placement and orientation
• Compute the vanishing plane to align the label
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AR Browser: User Interface – View Management: Image Geometric Structure
[3]
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Simulating Low-Cost Cameras for
Augmented Reality Composing
Handling Motion-Blur in 3D Tracking and
Rendering for Augmented Reality
Next-Generation Augmented Reality
Browser: Rich, Seamless, and
Adaptive
Roadmap
23 [3, 4, 5]
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• Park et al., Handling Motion-Blur in 3D Tracking and Rendering for Augmented Reality (2012)
• Motion blur makes
tracking hard
• Motion blur introduced in rendering
• Cheap motion blur
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Handling Motion-Blur: Introduction
[N]
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• Image model with blur
• Minimization problem
• Iterative solution
• ESM-Blur
• Depending on shutter time
• ESM-Blur-SE
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Handling Motion-Blur: Image Model
[4]
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Handling Motion-Blur: 3D Motion Blur Generation
[4]
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• Goal: Blur the rendered image
• Old: Blend many images – expensive
• New:
– Render virtual object in 3D twice (intraframes: c, e)
– Generate more images by 2D warping (intermediate frames: b, d, f)
– Result: a
– Much faster
27
Handling Motion-Blur: 3D Motion Blur Generation
[4]
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• How many intermediate images?
– Adapt to the motion amplitude
– Distance in pixels
• How do we generate the intermediate images?
– Rely on intraframe closest
– Blend at the gap
• Where do we get the affine transformation from?
– Use of bounding boxes
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Handling Motion-Blur: Generating the Intermediate Images
[4]
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Video: http://ieeexplore.ieee.org/xpl/abstractMultimedia.jsp?arnumber=6025351&tag=1
29
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Simulating Low-Cost Cameras for
Augmented Reality Composing
Handling Motion-Blur in 3D Tracking and
Rendering for Augmented Reality
Next-Generation Augmented Reality
Browser: Rich, Seamless, and
Adaptive
Roadmap
30 [3, 4, 5]
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31
Simulating Camera: The imaging pipeline
[5, O- S]
Lens
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Simulating Camera: The imaging pipeline
[5, O- S]
Lens
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33
Simulating Camera: The imaging pipeline
[5, O- S]
Lens
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
Lens
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
Lens
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
Lens
Image Sensor
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37
Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
Lens
Image Sensor
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
Lens
Image Sensor
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
In camera processing Lens
Image Sensor
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Simulating Camera: The imaging pipeline
[5, O- S]
Bayer mask
In camera processing Lens
Image Sensor YUV to RGB
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Simulating Camera
[5]
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• Start with high-resolution image
• Blur, downsample
• Simulate Bayer-pattern
• In-Camera processing
• Three inputs per frame – Virtual graphic
– Image of the camera
– Camera‘s rotation
42
Simulating Camera: Implementation
[5, S]
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1. Radial distortion: Barrel distortion
2. Color mix
i. Subsampling of the image
ii. Filter to avoid artifacts
iii. Desaturation
of the image
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Simulating Camera: Processing – Radial distortion & Half sampling and color mixing
[5]
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3. Gaussian blur filter
i. Space variant blur (corners and edges)
4. Motion Blur
i. Estimation of direction and magnitude
ii. Gaussian blur in the direction of motion
44
Simulating Camera: Processing – Gaussian Blur & Motion Blur
[5]
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5. Bayer Sampling
i. Subsample of the image with a Bayer mask
ii. Noise is added
6. Horizontal blur
7. Quantize to 6bit
i. Sharpening
45
Simulating Camera: Processing – Bayer Sampling & Blur & Quantization
[5]
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8. Blending
i. Bayer demosaic
ii. Output: mixed YUV image
9. Split YUV image (640x480)
i. 640x480 Y image
ii. 160x480 UV image
10. Recombine & convert to RGB
46
Simulating Camera: Processing – YUV blending & Split & Combine
[5, T]
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Simulating Camera: Processing – Result I
[5]
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Simulating Camera: Processing – Result II
Source: [5]
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Simulating Low-Cost Camera
- Lense - Noise - Blur - Calibration steps
Handling Motion-Blur - Blur in the image model - Iterative solution Shutter speed - Intraframes and Intermediate frames
AR Browser
- Seamless registration - Rich content: text, video, audio, 3D - Adaptive User Interface - Scene analysis to improve the layout and representation
Summary
49 [3, 4, 5]
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Thank you
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[1]: A Survey of Augmented Reality, Ronald T. Azuma, 1997 [2]: Augmented Reality: An Overview and Five Directions for AR in
Education, Yuen et al., 2011 [3]: Next-Generation Augmented Reality Browser: Rich, Seamless,
and Adaptive, Langlotz and Schmalstieg, 2014 [4]: Handling Motion-Blur in 3D Tracking and Rendering for
Augmented Reality, Park et al., 2011 [5]: Simulating Low-Cost Cameras for Augmented Reality
Compositing, Klein and Murray, 2009 [6]: 3D High Dynamic Range Dense Visual SLAM and Its Application
to Real-time Object Re-lighting, Meilland et al, 2013
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References
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