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Published byKeanu Codling Modified over 10 years ago
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EU funded FP7: Oct 11 – Sep 14 Co-evolution of Future AR Mobile Platforms Paul Chippendale, Bruno Kessler Foundation FBK, Italy
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Move away from the Augmented Keyhole
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User centric, not device centric HMDs lock displays to the viewer But what about handheld displays?
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Device-World registration What is the devices real-world location? Which direction is it pointing?
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Device-World registration What is the devices real-world location? GPS, Cell/WiFi tower triangulation (~10m)
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Device-World registration Which direction is it pointing? Magnetometer, Gyros, Accelerometers (~5-20 º) Mems production variability Sensors age Soft/Hard iron influences vary across devices, environments and camera pose
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Is +/- 10m and +/- 20 º sufficient for nailed-down AR?
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But what about hand-held AR? Devices becomes an augmented window
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User-Device-World registration What is the devices real-world location? Which direction is it pointing? Where is the user with respect to the screen?
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Surely if we wait sensor errors will disappear? Unlikely! O Sensor errors are tolerable for non-AR application, handset manufacturers focus on price, power and form- factor Cant we just model the error in software? Not really! O Platform diversity and swift evolution make error modelling expensive and quickly obsolete Just wait for better AR devices!
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So what can we do? The AR comunity should work with handset manufacturers and make recomendations Use computer vision to work with sensors
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VENTURI project... o Match AR requirements to platform o Efficiently exploit CPUs & GPUs o Improving sensor-camera fusion by creating a common clock (traditionally only audio/video considered) o Applying smart power management policies o Optimizing AR chain, by exploiting both on-board and cloud processing/storage
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Seeing the world o Improve device-world pose by: Matching visual features to 3D models of the world Matching camera feed to visual appearance of the world Fusing camera and sensors for ambiguity reasoning and tracking o Use front facing camera to estimate user-device pose via face tracking
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Urban 3D Model matching o Use high resolution building models (e.g. laser scanned) and globally registered to geo-referenced coordinate system o Use 3D marker-less tracking to correlate distinctive features to 3D building models. Subsequent tracking using inertial sensors and visual optical flow
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Terrain 3D Model matching o Synthetic model of world rendered from Digital Elevation Models. Salient features from camera feed (depth discontinuities) matched to similar synthetic features.
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16 Use approximate location to gather nearby images from the cloud Exploit sensor data to provide a clue for orientation alignment Computer vision algorithms match feature descriptors from the camera feed to similar features in the cloud images Appearance matching
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SLAM + Matching O Simultaneous Localization And Mapping - build a map of an unknown environment while at the same time navigating the environment using the map. o Mapped environment has no real-world scale nor absolute geo-coordinates. Exploit prior approaches to complete registration.
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Mobile context understanding o User/environment context estimation: o PDR enriched with vision o User activity modelling o Sensing geo-objects o Harvest/create geo-social content
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Context sensitive AR delivery o Inject AR data in a natural manner according to: o environment o occlusions o lighting and shadows o user activity o Exploit user and environment context to select best delivery modality (text, graphics, audio, etc.), i.e. scalable/simplify-able audio-visual content
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User Interactions o Explore evolving AR delivery and interaction o In-air interfaces: device, hand and face tracking o 3D audio o Pico-projection for multi-user, social-AR o HMDs
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Prototypes One consolidated prototype at the end of each year to be evaluated through Use-cases o Gaming - VeDi 1.0 o Blind assistant - VeDi 2.0 o Tourism - VeDi 3.0 Constraints relaxed
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VeDi 1.0 Objective: Stimulate software and hardware cross- partner integration and showcase state-of- the-art indoor AR registration Scenario: Multi-player, table-top AR Game resembling a miniature city. Players must accomplish a set of AR missions in the city, that adhere to physical constraints. Software: Sensor-aided marker-less 3D feature tracking. City geometrically reconstructed offline correctly occlusion handling and model registration. Hardware: Demo runs on experimental ST Ericsson prototype mobile platform.
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FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies creating a pervasive Augmented Reality paradigm, where information is presented in a user rather than a device centric way Co-ordinated by Paul Chippendale, Fondazione Bruno Kessler https://venturi.fbk.eu
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