Cgma skill share (css) - Introduction to Augmented Reality

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  • virtual reality replaces the real world with a simulated one.
  • Cgma skill share (css) - Introduction to Augmented Reality

    1. 1. CGMA SKILL SHARE (CSS) INTRODUCTION TO AUGMENTED REALITY
    2. 2. THANK YOU AND WELCOME TO CSS
    3. 3. FRIENDLY REMINDER :)  Please silent your phone.  Toilet? You can always go to the toilet.  Keep quiet and talk when it’s necessary only
    4. 4. THE INSTRUCTOR  Student from Faculty of Computing  Computer Graphic and Multimedia Software  Email : skhatijah8@live.utm.my / esyaismyname@gmail.com / mentollife@gmail.com
    5. 5. PART 1 - INTRODUCTION TO AUGMENTED REALITY (AR)
    6. 6. REAL VS VIRTUAL REALITY Real environment – we are in a real environment Virtual Environment –completely immerse a user inside a synthetic environment
    7. 7. MIXED REALITY VS REAL WORLD
    8. 8. 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
    9. 9. AR - MEDICAL
    10. 10. AR – EDUCATION & TRAINING
    11. 11. AR – ENTERTAINMENT & GAMES
    12. 12. AR – TOURISM & CULTURE HERITAGE
    13. 13. AR - ADVERTISING
    14. 14. AR
    15. 15. 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
    16. 16. PART #2 - HOW AR WORKS?
    17. 17. 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.
    18. 18. DISPLAY – MAGIC LENSES  Head Mounted Display (HMD)  Handheld display (Mobile phone, tablet, etc)  USB Camera, Web-camera
    19. 19. BASIC AR - VISION BASED Requirement 1) Marker (Pattern / 3D Object) 2) Webcam/Camera 3) Display Technology 4) Platform (Software)
    20. 20. TRACKING - MARKER VS MARKER LESS Marker Markerless
    21. 21. PART 3 – USING ARTOOLKIT
    22. 22. 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/
    23. 23. 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
    24. 24. 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
    25. 25. 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)
    26. 26. ARTOOKIT FRAMEWORK
    27. 27. USING ARTOOLKIT TO DEVELOP AUGMENTED REALITY APPLICATION
    28. 28. CUSTOM MARKER Important! – Make sure camera is plugged in. Open file, mk_patt.exe [ARToolKitbin].
    29. 29. CUSTOM MARKER – STEP #1
    30. 30. CUSTOM MARKER
    31. 31. CUSTOM MARKER
    32. 32. CUSTOM MARKER Green – X Red –Y Make sure green is in xaxis and red is y-axis
    33. 33. CUSTOM MARKER
    34. 34. 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.
    35. 35. 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.
    36. 36. 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
    37. 37. 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
    38. 38. 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.
    39. 39. 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
    40. 40. INCORPORATING CUSTOM 3D MODELS INTO ARTOOLKIT  VRML Demo  Run SimpleVRML.exe  Your should now display your custom marker!
    41. 41. YOUR FIRST AR APPS!
    42. 42. NOW IT’S YOUR TURN TO TRY IT! Call us if you need an help
    43. 43. FIND ANY MODEL IN THE INTERNET AND EMAIL TO US YOUR PRINT SCREEN OF THE WORK
    44. 44. EMAIL TO US YOUR FINAL WORK cgma.utm@gmail.com
    45. 45. 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

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