Analysis of Auto Generation of 3D Model Using Multiple 2D Graphics to Manifest Through Augmented Reality

Author(s):  
Maria Khedwala ◽  
Furkan Momin ◽  
Uzair Pachhapure ◽  
Sameer Shaikh
Keyword(s):  
Author(s):  
A. Masiero ◽  
G. Tucci ◽  
A. Conti ◽  
L. Fiorini ◽  
A. Vettore

<p><strong>Abstract.</strong> The recent introduction of new technologies such as augmented reality, machine learning and the worldwide spread of mobile devices provided with imaging, navigation sensors and high computational power can be exploited in order to drammatically change the museum visit experience. Differently from the traditional use of museum docents or audio guides, the introduction of digital technologies already proved to be useful in order to improve the interest of the visitor thanks to the increased interaction and involvement, reached also by means of visual effects and animations. Actually, the availability of 3D representations, augmented reality and navigation abilities directly on the visitor’s device can lead to a personalized visit, enabling the visitor to have an experience tailored on his/her needs. In this framework, this paper aims at investigating the potentialities of smartphone stereo-vision to improve the geometric information about the artworks available on the visitor’s device. More specifically, in this work smartphone stereo-vision will used as a 3D model generation tool in a 3D artwork recognition system based on a neural network classifier.</p>


2015 ◽  
Vol 75 (2) ◽  
Author(s):  
Syazani Suhaifi ◽  
Junaidi Abdullah ◽  
Ku Day Chyi

Marker Based Augmented Reality requires files and resources that have to be loaded from storage such as a local machine or a web server. We proposed a resource-independent method of transmitting AR content by encoding resources such as 3D model files as QR code and using the QR code itself as the marker. The AR system does not need any online and local storage. We processed the content to best fit it into the QR code. Larger contents are then split to multiple QR codes and the data is joined together by the application on the other end.


2019 ◽  
Vol 9 (1) ◽  
Author(s):  
Siti Arpah Ahmad ◽  
Zarina Zainol ◽  
Rozita Yunos ◽  
Adzhar Abd Kadir ◽  
Mohd. Zaki Haji Ghazali ◽  
...  

Augmented Reality (AR) is a visual technology that able to provide users with a semi-real time experience. The advancement of mobile phone and camera technology have make the potential of AR emerged. Companies wants high product sales and look more advanced than their competitors. One of the effort is to provide customers with correct experience of their products. Catalog is a tool to market a product. However, paper printing catalog is two dimensional, and has limitation in fully presenting the product. This work, presents the adoption of AR in T-shirt catalog. The application utilized Android mobile phone to view the 3D model of the t-shirt. The user scan the catalog using the android handphone on the paper printing catalog, and they able to view in 3D the different angle of the T-shirt. This application has successfully developed and testing has been made on compatibility and functionality test.


2013 ◽  
Vol 336-338 ◽  
pp. 1434-1438 ◽  
Author(s):  
Yong Chang ◽  
Wen Peng Xu ◽  
Lei Wang

This paper researches on 3D visualization of underground antique tomb based on Augmented Reality .At first,this paper established 3D model of antique tomb with OpenGL in VC++6.0. In order to establish augmented reality 3D model of antique tomb, the OpenGL model of antique tomb was transferred into ARToolKit and realized 3D augmented reality visualization in ARToolKit. As ARToolKit uses computer vision techniques to calculate the real camera position and orientation relative to marked cards,so it is difficult to provide AR applications in outdoor environment. At last, this paper puts forth a new method to allow ARtoolkit to receive the data of GPS and 3D electronic compass, so it can make 3D registration with both computer vision and sensors.


2014 ◽  
Vol 1036 ◽  
pp. 1037-1040
Author(s):  
Radu Emanuil Petruse ◽  
Ioan Bondrea ◽  
Marco Sacco ◽  
Stefano Mottura

The purpose of the article is to introduce possibilities of using Augmented Reality instructions in order to better understand technical drawings. The aim of these instructions based on 3D models is to create AR training applications and analyze their impact on the users. These instructions consist in a 3D model, superimposed over the technical drawing. The AR application also offers step by step instructions for 3D modelling in CAD software, which are very useful in creating the 3D model starting from a technical drawing. The AR application was tested by students from the Faculty of Engineering in Sibiu, obtaining great improvements in their 3D modelling times. The results of a survey that the students completed reveal that the AR modelling instructions also aids their spatial visualization capability.


Author(s):  
А.М. Galeeva ◽  
◽  
О.А. Medvedeva

The article describes the use of augmented reality technologies in the modern educational process to increase educational motivation, multimedia, and interactivity of the lecture material. The main purpose of the application: educational and cognitive. In the process of performing work, computer graphics, algorithms, and modeling methods were used. Use case: there are special images on the stand that the mobile application recognizes and shows the created 3D models of the “Sun” and “Milky Way”. In addition, while the 3D model is being displayed, a short training audio lecture will be held. To create a 3D model of objects, the Unity program was used in conjunction with the augmented reality platform Vuforia.


Author(s):  
M. Canciani ◽  
E. Conigliaro ◽  
M. Del Grasso ◽  
P. Papalini ◽  
M. Saccone

The development of close-range photogrammetry has produced a lot of new possibility to study cultural heritage. 3D data acquired with conventional and low cost cameras can be used to document, investigate the full appearance, materials and conservation status, to help the restoration process and identify intervention priorities. At the same time, with 3D survey a lot of three-dimensional data are collected and analyzed by researchers, but there are a very few possibility of 3D output. The augmented reality is one of this possible output with a very low cost technology but a very interesting result. Using simple mobile technology (for iPad and Android Tablets) and shareware software (in the case presented “Augment”) it is possible to share and visualize a large number of 3D models with your own device. The case study presented is a part of an architecture graduate thesis, made in Rome at Department of Architecture of Roma Tre University. We have developed a photogrammetric survey to study the Aurelian Wall at Castra Praetoria in Rome. The surveys of 8000 square meters of surface have allowed to identify stratigraphy and construction phases of a complex portion of Aurelian Wall, specially about the Northern door of Castra. During this study, the data coming out of 3D survey (photogrammetric and topographic), are stored and used to create a reverse 3D model, or virtual reconstruction, of the Northern door of Castra. This virtual reconstruction shows the door in the Tiberian period, nowadays it's totally hidden by a curtain wall but, little and significative architectural details allow to know its original feature. The 3D model of the ancient walls has been mapped with the exact type of bricks and mortar, oriented and scaled according to the existing one to use augmented reality. Finally, two kind of application have been developed, one on site, were you can see superimposed the virtual reconstruction on the existing walls using the image recognition. On the other hand, to show the results also during the graduation day, the same application has been created in off-site condition using a poster.


Heritage ◽  
2019 ◽  
Vol 2 (3) ◽  
pp. 2243-2254 ◽  
Author(s):  
Vincenzo Barrile ◽  
Antonino Fotia ◽  
Gabriele Candela ◽  
Ernesto Bernardo

The Riace Bronzes are two full-size bronzes cast around the 5th century BC, located at the ‘Museo Archeologico Nazionale della Magna Grecia’ in Reggio Calabria; they truly represent significant sculptural masterpieces of Greek art in the world due to their outstanding manufacture. This paper describes the methodology for the achievement of a 3D model of the two sculptures lead by the Geomatics Laboratory of the Department of Civil, Energetic, Environmental and Material Engineering (DICEAM) of the Mediterranean University of Reggio Calabria. 3D modeling is based on the use of imaging techniques such as digital photogrammetry and computer vision. The achieved results demonstrate the effectiveness of the technique used in the cultural heritage field for the creation of a digital production and replication through 3D printing. Moreover, when considering renewed interest in the context of international museological studies, augmented reality (AR) innovation represents a new method for amplifying visitor numbers into museums despite concerns over returns on investment. Thus, in order to further valorize and disseminate archaeological heritage, we are developing an app for tourism purposes. The created app allows the user, in real time, to obtain additional information on the object of investigation, even allowing them to view the 3D model in AR.


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