You Look Great TodayDate & Time :
October 02 10:30 am - 12:00 pmLocation :
H2-02 Hetzel Building Main Lecture TheatreChair :
Steven FeinerPapers :
TVGC: View Management of Projected Labels on Non-Planar and Textured Surfaces
Authors:Daisuke Iwai, Tatsunori Yabiki, Kosuke Sato
This paper presents a new label layout technique for projection-based
augmented reality (AR) that determines the placement of each label
directly projected onto an associated physical object with a surface
that is normally inappropriate for projection (i.e., non-planar and
textured). Central to our technique is a new legibility estimation
method that evaluates how easily people can read projected characters
from arbitrary viewpoints. The estimation method relies on the results
of a psychophysical study that we conducted to investigate the
legibility of projected characters on various types of surfaces that
deform their shapes, decrease their contrasts, or cast shadows on
them. Our technique computes a label layout by minimizing the energy
function using a genetic algorithm (GA). The terms in the function
quantitatively evaluate different aspects of the layout quality.
Conventional label layout solvers evaluate anchor regions and leader
lines. In addition to these evaluations, we design our energy function
to deal with the following unique factors, which are inherent in
projection-based AR applications: the estimated legibility value and
the disconnection of the projected leader line. The results of our
subjective experiment showed that the proposed technique could
significantly improve the projected label layout.
Approximated User-Perspective Rendering in Tablet-based Augmented Reality
Authors:Makoto Tomioka, Sei Ikeda, Kosuke Sato
This study addresses the problem of geometric consistency between displayed images and real scenes in augmented reality using a video see-through hand-held display or tablet. To solve this problem, we present approximated user-perspective images rendered by homography transformation of camera images. Homography approximation has major advantages not only in terms of computational costs, but also in the quality of image rendering. However, it can lead to an inconsistency between the real image and virtual objects. This study also introduces a variety of rendering methods for virtual objects and discusses the differences between them. We implemented two prototypes and designed three types of user studies on matching tasks between real scenes and displayed images. We have confirmed that the proposed method works in real time on an off-the-shelf tablet. Our pilot tests show the potential to improve users's visibility, even in real environments, by using our method.
Adaptive Ghosted Views for Augmented Reality
Authors:Denis Kalkofen, Eduardo Veas, Stefanie Zollmann, Markus Steinberger, Dieter Schmalstieg
In Augmented Reality (AR), ghosted views allow a viewer to explore hidden structure within the real-world environment. A body of previous work has explored which features are suitable to support the structural interplay between occluding and occluded elements. However, the dynamics of AR environments pose serious challenges to the presentation of ghosted views. While a model of the real world may help determine distinctive structural features, changes in appearance or illumination detriment the composition of occluding and occluded structure. In this paper, we present an approach that considers the information value of the scene before and after generating the ghosted view. Hereby, a contrast adjustment of preserved occluding features is calculated, which adaptively varies their visual saliency within the ghosted view visualization. This allows us to not only preserve important features, but to also support their prominence after revealing occluded structure, thus achieving a positive effect on the perception of ghosted views.
Diminished Reality using Appearance and 3D Geometry of Internet Photo Collections
Authors:Zhuwen Li, Yuxi Wang, Jiaming Guo, Loong-Fah Cheong, Steven Zhou
This paper presents a new system level framework for Diminished Reality, leveraging for the first time both the appearance and 3D information provided by large photo collections on the Internet. Recent computer vision techniques have made it possible to automatically reconstruct 3-D structure-from-motion points from large and unordered photo collections. Using these point clouds and a prior provided by GPS, reasonably accurate 6 degree of freedom camera poses can be obtained, thus allowing localization. Once the camera (and hence the user) is correctly localized, photos depicting scenes visible from the user's viewpoint can be used to remove unwanted objects indicated by the user in the video sequences. Existing methods based on texture synthesis bring undesirable artifacts and video inconsistency when the background is heterogeneous; the task is rendered even harder for these methods when the background contains complex structures. On the other hand, methods based on plane warping fail when the background has arbitrary shape. Unlike these methods, our algorithm copes with these problems by making use of internet photos, registering them in 3D space and obtaining the 3D scene structure in an offline process. We carefully design the various components during the online phase so as to meet both speed and quality requirements of the task. Experiments on real data collected demonstrate the superiority of our system.
Computational Augmented Reality Eyeglasses
Authors:Andrew Maimone, Henry Fuchs
In this paper we discuss the design of an optical see-through head-worn display supporting a wide field of view, selective occlusion, and multiple simultaneous focal depths that can be constructed in a compact eyeglasses-like form factor.
Building on recent developments in multilayer desktop 3D displays, our approach requires no reflective, refractive, or diffractive components, but instead relies on a set of optimized patterns to produce a focused image when displayed on a stack of spatial light modulators positioned closer than the eye accommodation distance. We extend existing multilayer display ray constraint and optimization formulations while also purposing the spatial light modulators both as a display and as a selective occlusion mask. We verify the design on an experimental prototype and discuss challenges to building a practical display.