Cgma skill share (css) - Introduction to Augmented Reality
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Cgma skill share (css) - Introduction to Augmented Reality

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This slide was created for Introduction to Augmented Reality workshop.

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  • virtual reality replaces the real world with a simulated one.

Cgma skill share (css) - Introduction to Augmented Reality Cgma skill share (css) - Introduction to Augmented Reality Presentation Transcript

  • CGMA SKILL SHARE (CSS) INTRODUCTION TO AUGMENTED REALITY
  • THANK YOU AND WELCOME TO CSS
  • FRIENDLY REMINDER :)  Please silent your phone.  Toilet? You can always go to the toilet.  Keep quiet and talk when it’s necessary only
  • THE INSTRUCTOR  Student from Faculty of Computing  Computer Graphic and Multimedia Software  Email : skhatijah8@live.utm.my / esyaismyname@gmail.com / mentollife@gmail.com
  • PART 1 - INTRODUCTION TO AUGMENTED REALITY (AR)
  • REAL VS VIRTUAL REALITY Real environment – we are in a real environment Virtual Environment –completely immerse a user inside a synthetic environment
  • MIXED REALITY VS REAL WORLD
  • AUGMENTED REALITY AR – refer to interfaces which 2D or 3D computer graphics – superimposed over real object, typically viewed using head-mounted 0r handheld displays (Azuma, 1997). 1. Combines real and virtual 2. Interactive in real time 3. Registered in 3-D
  • AR - MEDICAL
  • AR – EDUCATION & TRAINING
  • AR – ENTERTAINMENT & GAMES
  • AR – TOURISM & CULTURE HERITAGE
  • AR - ADVERTISING
  • AR
  • AR TOOLS  Open source resource = AR ToolKit, licensed AR Toolworks (commercial), Designer's AR Toolkit  Stand alone application for iPhone or Android - metaio Unifeye, Total Immersion D'Fusion, Seac02, Qualcomm, Wikitude API, Silverlight AR Toolkit and others.  For mobile AR, and if you are interested in publishing content within a larger ecosystem (for fun or for profit), there are hosted (cloud-based) platforms - Layar, Mobilizy's Wikitude WorldBrowser and junaio.  AR Extension – Vuforia / Metaio (plug in for Unity3d)  Web Based - FLAR toolkit
  • PART #2 - HOW AR WORKS?
  • BASIC AR  Two approaches – Vision Based, location-based  Vision Based – (Marker, QR Codes, Real object) software recognize a particular pattern, and overlaying a digital image at the point on the screen.  Location based – (GPS, Compass) - use ability of particular device to record its position in the world and then offer data that’s relevant to the location.
  • DISPLAY – MAGIC LENSES  Head Mounted Display (HMD)  Handheld display (Mobile phone, tablet, etc)  USB Camera, Web-camera
  • BASIC AR - VISION BASED Requirement 1) Marker (Pattern / 3D Object) 2) Webcam/Camera 3) Display Technology 4) Platform (Software)
  • TRACKING - MARKER VS MARKER LESS Marker Markerless
  • PART 3 – USING ARTOOLKIT
  • ARTOOLKIT - HISTORY  ARToolKit – Developed by Dr. Hirokazu Kato and Prof Mark Billinghurst - Human Interface Technology Laboratory (HIT Lab) at the University of Washington, HIT Lab NZ at the University of Canterbury, New Zealand, and ARToolworks, Inc, Seattle.  http://www.hitl.washington.edu/artoolkit/
  • ARTOOLKIT - INTRODUCTION  uses computer vision techniques to calculate the real camera position and orientation relative to marked cards, allowing the programmer to overlay virtual objects onto these cards.  multi-platform – Windows, Mac, Linux  supports both video and optical see-through augmented reality  Use C or C++ as the programming languages
  • ARTOOLKIT - FEATURES  Single camera position/orientation tracking.  Tracking code that uses simple black squares.  The ability to use any square marker patterns.  Easy camera calibration code.  Fast enough for real time AR applications.  SGI IRIX, Linux, MacOS and Windows OS distributions.  Distributed with complete source code.  More information: http://www.hitl.washington.edu/artoolkit/documentation/features.htm
  • ARTOOLKIT - REQUIREMENT  Development Requirement – Microsoft Visual Studio 6 or later and Microsoft Visual Studio .NET 2003 or later or Cygwin  DSVideoLib-0.0.8b-win32 - to handle communication with the camera driver. Included with ARToolKit downloads. (will distribute it later).  GLUT Runtime & SDK (glut32.dll, glut.h, glut32.lib)  DirectX Runtime  Video Input device (Camera/video input)  Optional (VRML Renderer)
  • ARTOOKIT FRAMEWORK
  • USING ARTOOLKIT TO DEVELOP AUGMENTED REALITY APPLICATION
  • CUSTOM MARKER Important! – Make sure camera is plugged in. Open file, mk_patt.exe [ARToolKitbin].
  • CUSTOM MARKER – STEP #1
  • CUSTOM MARKER
  • CUSTOM MARKER
  • CUSTOM MARKER Green – X Red –Y Make sure green is in xaxis and red is y-axis
  • CUSTOM MARKER
  • MARKER  Can always use custom marker , but make sure that marker has border. (Remember ARToolKit features?)  The best patterns are those that are asymmetric and do not have fine detail on them.  To create a new template pattern, first print out the file blankPatt.gif found in the patterns directory. This is just a black square with an empty white square in the middle. Then create a black and white or color image of the desired pattern that fits in the middle of this square and print it out.
  • INCORPORATING CUSTOM MARKERS INTO ARTOOLKIT 1. Copy pattern file into the ARToolKitBinData directory – pattern file are access in this directory/ 2. Open object_data_vrml file in the ARToolKitbinData using notepad.
  • INCORPORATING CUSTOM MARKERS INTO ARTOOLKIT Supported Model - Obj - WRL // for VRML Please convert your 3D model to WRL or OBJ if the format are .3ds, .stl, .max etc. Object name Pattern Recognition File Width of tracking marker
  • INCORPORATING CUSTOM 3D MODELS INTO ARTOOLKIT  export the model or animation into a .WRL file.  If using textures for your model, have the path of the texture set to “./textures/nameOfTexture.gif”.  IMPORTANT! - ARToolKit only supports .GIF formats  Once you have the 3D model exported, copy it into the ARToolKitbinWrl directory
  • INCORPORATING CUSTOM 3D MODELS INTO ARTOOLKIT  create a .dat file that is required from the toolkit  .dat file you will specify the model file and the translation, rotation, and scale parameters.  create the .dat file, right click any empty space in the ARToolKitbinWrl directory.  Select New Text Document when the menu appears. Rename this document file to nameOfModel.dat.
  • INCORPORATING CUSTOM 3D MODELS INTO ARTOOLKIT  In this example we will use snoman.dat  (X,Y,Z) – can change the object transformation  Translation  Rotation  Scale  Now save! Make sure to save it at .dat
  • INCORPORATING CUSTOM 3D MODELS INTO ARTOOLKIT  VRML Demo  Run SimpleVRML.exe  Your should now display your custom marker!
  • YOUR FIRST AR APPS!
  • NOW IT’S YOUR TURN TO TRY IT! Call us if you need an help
  • FIND ANY MODEL IN THE INTERNET AND EMAIL TO US YOUR PRINT SCREEN OF THE WORK
  • EMAIL TO US YOUR FINAL WORK cgma.utm@gmail.com
  • RESOURCES  http://www.hitl.washington.edu/artoolkit/  http://www.perey.com/TexAR/getting-started-with-augmented-reality/  http://dev.tutsplus.com/tutorials/beginners-guide-to-augmented-reality--active4948  http://augmented-career-ajune.blogspot.com/p/augmented-reality.html