Virtual object registration with projection algorithm for augmented reality

Author(s):  
Ya Zhou ◽  
Lei Yan
2018 ◽  
Vol 246 ◽  
pp. 03014
Author(s):  
Xin Huo ◽  
Hong Chen ◽  
YuHao Ma ◽  
Qing Wang

On the purpose of presenting the old appearance of the relics through digitalization, and overlapping the virtual scenes with the actual scenes at the relic site, in this paper, we introduced the positioning technology, posture sensing technology and system development technology, put forward constructing cultural relic tourism platform based on integration positioning and posture sensing technology, we conducted detailed research and analysis on the users’ experienced process of cultural tourism, designed a relic augmented reality system of integration positioning and posture sensing technology. This augmented reality system mainly utilizes positioning technology to guide the users to the correct location of the relic on the corresponding map, and then overlaps the virtual object with the real relic, achieveing a 360-degree view of the overlapping effect, and the presentation effect of near-small, far-big. The system mainly employs Unity to develop the system and realize the above system on mobile terminal. It is no longer limited to a fixed point experience environment, and is suitable for outdoor natural scenes, it makes a breakthrough on the traditional overlapping of virtual scenes and real scenes, realizes the precise overlap of virtual 3D scenes with actual images, and enables the users to feel the vicissitudes of history along the movement of the mobile device in outdoor natural scenes, so as to inherit the history and culture, enrich the information and add some fun to the displayed scene, it has the advantages of bringing people more immersive feelings compared with the traditional virtual display platform.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2015 ◽  
Vol 1 (2) ◽  
pp. 306
Author(s):  
Hoger Mahmud Hussen

In this paper the outcome of a project is presented that aims to modify and improve one of the most widely used Augmented Reality tools. Augmented reality (AR), is a fast growing area of virtual reality research. Augmented Reality (AR) is a newly emerging technology by which user’s view of the real world is augmented with additional information from a computer model. ARToolKit is one of the most widely used toolkits for Augmented Reality applications. The toolkit tracks optical markers and overlays virtual objects on the markers. In the current version of the toolkit the overlaid object is stationary or loops regardless of the optical target position, this means that the overlaid object cannot be animated or changed based on the movement of the optical target. The aim is to improve the toolkit, therefore a design solution to modify it were designed and implement so that users can manipulate the position of the overlaid virtual object, through movements of the optical target. The design solution focuses on developing a mathematically based links between the position of the optical target and the overlaid virtual object. To test the solution test cases were developed and the results show that the design solution is effective and the principal idea can be used to develop many applications in different sectors such as education and health.


2018 ◽  
Vol 78 (11) ◽  
pp. 15079-15099 ◽  
Author(s):  
Qing Hong Gao ◽  
Tao Ruan Wan ◽  
Wen Tang ◽  
Long Chen

2019 ◽  
Vol 9 (14) ◽  
pp. 2933 ◽  
Author(s):  
Ju Young Oh ◽  
Ji Hyung Park ◽  
Jung-Min Park

This paper proposes an interaction method to conveniently manipulate a virtual object by combining touch interaction and head movements for a head-mounted display (HMD), which provides mobile augmented reality (AR). A user can conveniently manipulate a virtual object with touch interaction recognized from the inertial measurement unit (IMU) attached to the index finger’s nail and head movements tracked by the IMU embedded in the HMD. We design two interactions that combine touch and head movements, to manipulate a virtual object on a mobile HMD. Each designed interaction method manipulates virtual objects by controlling ray casting and adjusting widgets. To evaluate the usability of the designed interaction methods, a user evaluation is performed in comparison with the hand interaction using Hololens. As a result, the designed interaction method receives positive feedback that virtual objects can be manipulated easily in a mobile AR environment.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2003 ◽  
Vol 15 (3) ◽  
pp. 263-270 ◽  
Author(s):  
Shunsuke Harasaki ◽  
◽  
Hideo Saito ◽  

We discuss new geometric registration overlaying a virtual object onto an uncalibrated camera image sequence enabling extracting and tracking of natural features. To achieve correct registration, we apply a special space defined by two base images and trifocal tensors between base images and uncalibrated camera images. By extracting and tracking natural features, we construct augmented reality without markers whose 3D positions are known. Since we apply points and lines, fewer registration errors occur.


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