Kalyanpur ) Call Girls in Lucknow Finest Escorts Service 🍸 8923113531 🎰 Avail...
Presentation on gaming realism in the presence of augmented reality
1. Thesis on
Gaming Realism In The Presence Of Augmented
Reality
Presented By:
• MD. Khairul Islam -13310188
• Safiqul Islam Sabuj -13310172
• MD. Adil Shahriar Khan -13310182
Supervised By:
MD. Ishtiaq Iqbal
Lecturer, Dept. of IT
2. Agenda
• Augmented Reality, 3D, and The Next Evolution in
Human/Computer Interaction
• Status of the AR Ecosystem and What Can We Do To Improve It
• AR Content Development Panel
• Dynamic Mesh Creation in Runtime
• EasyAR 2.0 - New Features and Changes
• Designing For Dynamic Environments
• Expanding the AR Ecosystem
• New Developments with Tango from Google
3. Goals
• Make environment more realistic
• Creation of Dynamic mesh in run time
• Expanding the view of environment
• Improve interaction techniques for manipulating virtual contents
• higher accuracy motion tracking solutions at extremely low power
levels and low cost
4. Game Engine
• There are several game engines but we are using unity for
several reasons .
• Game engine – system designed to help create video games
– Easier & Faster
• Component-based – functionality built out of smaller pieces
– Modular
• Augmented Reality SDK – VUFORIA ( All plugins and functionalities
of the platform are free to use )
6. Augmented Reality, 3D, and The Next Evolution in
Human/Computer Interaction
• By blending data with a live view of the real
world
• To embed information into the real
environmentby using a smartphone and its
camera.
7. Fig: Human / Computer interaction in AR/VR Perspective
Human / Computer interaction
8. Faced challenges during dev cycle
• Image Stabilizing
• Combining the Real and Virtual Worlds
• Implementing gaming mechanism in Reality
• Adding dynamic object creation in Game
• New Development with Tango from GOOGLE
• Geomagnetic sensor noise causes jitter
• Expanding AR Enviroment
9. Image Stabilization
• Adequate, good and stable lighting conditions.
• Jumping of the superimposed image.
• low-pass filters for the stabilization
11. Type of tracker
• Image Tracker
• Object Tracker
• Motion Tracker
• Text Tracker
• Gps Tracker
12. Combining the Real and Virtual Worlds
• In Our project we used a physical object to smoothly transport
users between reality and virtuality.
• Register models of all 3D objects of interest with their
counterparts in the scene
• Track the objects over time when the user moves and interacts
with the scene
13. Adding dynamic object creation in Game.
• Dynamic objects expose members such as properties and methods
at run time, instead of in at compile time.
• It enables to create objects to work with structures that do not
match a static type or format.
• Creating Vertex Matrix Based mesh in runtime so that they can
interact with game play object
15. Development
• Color Corrections
• GI
• Reflection probe surface shader
• Animation
• Smart Terrain
• Dynamic object instead of static object
• Interactable world space User Interface
• A* algorithom for AI
16. EasyAR 2.0
• SLAM:
>6 DOF camera pose tracking
>Instant initialization
>Robust to strong motion blur
>Optimized for mobile devices
>Optimized for low texture scenes
• 3D Object Tracking:
>Recognize and track a common 3D object with textures in real time.
• Screen Recording:
>Highly efficient and simple content recording solution.
18. Advanced sensor fusion algorithms
• Make real-time fusion of data possible.
• Fusion algorithms are created to provide ever-greater accuracy
• To help develop higher accuracy motion tracking solutions at
extremely low power levels and low cost
25. References
• Augmented Reality and Object Tracking for Mobile Devices by Eivind Gravdal
• Bringing Augmented Reality to Mobile Phones by Anders Henrysso
• 3D Augmented Reality Mobile Application Prototype for Visual Planning Support
by Arnau Fombuena Valero
• Sensor fusion basics -
https://www.digikey.com/en/articles/techzone/2012/apr/sensor-fusion-the-
basics
• Tango - http://www.tomshardware.com/news/asus-zenfone-ar-tango-
daydream,33318.html
• http://www.trustedreviews.com/news/what-is-project-tango-2941129
• http://www.kongregate.com/forums/4-game-programming/topics/309639-as3-
adding-properties-to-objects-at-runtime
• ” Game development software engineering process life cycle: a systematic
review”.
• R. S. Pressman, Software Engineering: A Practioner
• Approach, 5th ed. (Book style), New York City: John Wiley &
26. References
Approach, 5th ed. (Book style), New York City: John Wiley &
Sons, 2001.
[2] R. S. Pressman, Software Engineering: A Practioner
Approach, 5th ed. (Book style), New York City: John Wiley &
Sons, 2001.
[8]. Roger. S. Pressman, Software Engineering: A Practitioner's Approach, 5th ed. (Book
style), New York City: John Wiley & Sons
[9]. Rido Ramadan and Yani Widyani ,”Game Development Life Cycle
Guidelines”,[Available],
https://www.researchgate.net/publication/271548605_Game_development_life_cycle
_guidelines
[10] Arnold. Hendrick, "Project Management for Game Development," (2009, June 15).
[Online]. Available: http://mmotidbits.com/2009/06/15/project-management-for-
game-development/.