Research on 3D Visualization of Underground Antique Tomb Based on Augmented Reality

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.

Author(s):  
F. I. Hairuddin ◽  
A. R. Abdul Rasam ◽  
M. H. Razali

Abstract. This paper discusses the capabilities of cadastre augmented reality (AR) and three-dimensional (3D) visualization in enhancing the stratified property visibility and information of the current strata plan in Malaysia. Currently, 2D information representation from the 2D+1D cadastre system is seen to be insufficient in serving real land management of the 3D aspect and property. Hence, toward a better digital 3D strata/property registration and land administration system in Malaysia, this study has explored the process in utilizing AR and 3D model to the current strata plan to enhance digital strata information contents and enabling the virtual strata plan presentation. The software used to develop the AR application smartphone was Unity3D software while Autodesk Revit applied to develop the 3D model and preparation of strata information. The interesting findings has been shown in this study. First result showed 3D models and strata parcel’s attribute that has been developed for AR digital content preparation. Secondly, this 3D-AR processes can continuously gather of user’s ambient information, conduct real-world recognition, and obtain real-world perception through smartphone device. Lastly, with utilization of AR technology in strata, it provides a more information to the strata plan without needing to change the current format of strata plan as the information are being displayed virtually onto the reality. With the integration of augmented reality and 3D visualization, the documentation of stratified properties in strata plan is potential to be enhanced from 2D planimetric to 3D representation. overlaid 3D model of the stratified property and standard strata information virtually on the present strata plan which has created an enhanced reality. This can allow the information to be viewed by more stakeholders with less restriction by using smartphone device.


2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Jessica Carlina

Jajanan Pasar is a term for Indonesian traditional snacks, a part of Indonesian culture that has been forgotten by the young generation. Three-dimensional (3D) animation and Augmented Reality (AR) can be used as a medium for introducing this culture to children aged 4 to 6. Because, in AR, visual between real and digital world can be altered, so the visual of 3D models can be enjoyed from various sides. This study focuses on 3D visualization for AR that packaged in 5 set of puzzles. Each piece has an illustration of the ingredients for making 5 kinds of Jajanan Pasar, after all, puzzle pieces of each set get arranged, a new 3D model of traditional snacks will be appeared. The data was collected using literature and existing studies method. The purpose of this study is to create an optimal 3D visualization for AR that will be applicated for mobile devices. Conclusion from this project are the polygon count and target marker’s quality, affect the appearance of the 3D model in AR form.


2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


Author(s):  
Gilles Simon

It is generally accepted that Jan van Eyck was unaware of perspective. However, an a-contrario analysis of the vanishing points in five of his paintings, realized between 1432 and 1439, unveils a recurring fishbone-like pattern that could only emerge from the use of a polyscopic perspective machine with two degrees of freedom. A 3D reconstruction of Arnolfini Portrait compliant with this pattern suggests that van Eyck's device answered a both aesthetic and scientific questioning on how to represent space as closely as possible to human vision. This discovery makes van Eyck the father of today's immersive and nomadic creative media such as augmented reality and synthetic holography.


2021 ◽  
Vol 5 (1) ◽  
pp. 17-28
Author(s):  
Ravi Wiyantoko ◽  
Ahmad Hamim Thohari ◽  
Muhammad Dzuhri Maarief

The process of extracting oil and gas is carried out by drilling with a depth of more than 200 meters below the surface of the ground, so one steel pipe is needed to run the process. The manufacture of steel pipes for the opening process has special standards, one of which is a long pipe. To reach a depth of 200 meters below the ground level, a pipe connection is needed to reach that height. The method of connecting the pipes is called the Thread Connection Type. This method has more than 20 types of threads to be applied in pipe joints. To facilitate the discussion of the types of threads and their specifications, we need a technology that can be used interactive and mobile learning media to deliver detailed information on the type of thread. The author uses the use of Augmented Reality (AR) technology to be applied as an Android-based training media that can facilitate the existing Connection Thread along with special specifications with 3D visualization. This study aims to measure the validity and practicality of using ISO 25010 (in terms of functional suitability, performance efficiency, portability and usability) of learning media so that it is easier to understand and practical. The study consisted of two parts: 1) Validity by experts (5 experts), 2) Practicality by trainees or employees (16 participants) using the USE Questionnaire instrument. Furthermore, in application development using the Multimedia Development Life Cycle (MDLC) method as its development method. As a result, the application was declared feasible with the results of the percentage of experts Validity of 96% and Practicality by employees of 79%.


2018 ◽  
Vol 18 ◽  
pp. 98-105
Author(s):  
N. V. Pavliuk

The issues related to the introduction of innovative methods, technologies and technological means in the investigation of crimes are considered. It is noted that one of the main directions of the development of Criminalistics is the assimilation of the virtual reality associated with computerization of spheres of life, implementation of modern technologies and their use in law enforcement. Technology use of laser scanning of terrain and objects resulting in 3D model is produced allows several times to increase informative value of data collected at the incident scene, provides a visual and convenient visualization in three-dimensional form. As against photo and video images, 3D model has a stereoscopic image and the ability to freely change the angle while viewing. Besides to scanning results can be stored on any digital media without the possibility of changes or adjustments. Attention is focused on the technological capabilities of 3D-visualization systems on examples of their use in foreign countries as technological means of capturing the situation of the scene and the subsequent of a crime reconstruction. Thus, using a portable three-dimensional imaging system for working with volumetric traces at a crime scene, it is possible to obtain accurate three-dimensional images of traces of protectors or footprints (shoes) on soil and snow. This system is an alternative to traditional methods of fixing evidence: photofixing and making plaster casts. Unlike other systems, new approach does not require the use of lasers. The expediency of expanding the range of 3D laser scanning system use in modern investigative and judicial practice of our state with the aim of increasing the level of provision of pre-trial investigation authorities with technological means and bringing it closer to European standards is argued.


2018 ◽  
pp. 31-63 ◽  
Author(s):  
Lukáš Herman ◽  
Tomáš Řezník ◽  
Zdeněk Stachoň ◽  
Jan Russnák

Various widely available applications such as Google Earth have made interactive 3D visualizations of spatial data popular. While several studies have focused on how users perform when interacting with these with 3D visualizations, it has not been common to record their virtual movements in 3D environments or interactions with 3D maps. We therefore created and tested a new web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). Its design incorporates findings from the latest 3D visualization research, and is built upon an iterative requirements analysis. It is implemented using open web technologies such as PHP, JavaScript, and the X3DOM library. The main goal of the tool is to record camera position and orientation during a user’s movement within a virtual 3D scene, together with other aspects of their interaction. After building the tool, we performed an experiment to demonstrate its capabilities. This experiment revealed differences between laypersons and experts (cartographers) when working with interactive 3D maps. For example, experts achieved higher numbers of correct answers in some tasks, had shorter response times, followed shorter virtual trajectories, and moved through the environment more smoothly. Interaction-based clustering as well as other ways of visualizing and qualitatively analyzing user interaction were explored.


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