This document provides an overview of developing an augmented reality application using markerless object tracking with computer vision and augmented reality SDKs. It discusses researching existing solutions for hand tracking, selecting Unity as the game engine, integrating a machine learning model for hand landmark detection using Unity ML-Agents, and choosing the ARFoundation SDK to support both ARCore and ARKit. The methodology proposes tracking hand landmarks in real-time to use as placeholders for overlaying virtual objects, without needing markers.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands...AugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands of AR Developers
In this session, Philipp Nagele will explore why AR centers all around context and why contextual understanding is fundamental to any AR experience. He will show how Wikitude is trying to solve this problem for AR developers and provide technical details about the new release of the Wikitude SDK.
http://AugmentedWorldExpo.com
AbstractThis work presents the design and implementation of an.docxbartholomeocoombs
Abstract
This work presents the design and implementation of an embedded augmented reality game, called MarkerMatch. Augmented reality is a technology that directly contributes to the game interaction experience by enhancing user’s sense of immersion. Current research in embedded augmented reality enables the creation of dedicated hardware capable of executing augmented reality applications. This favors the insertion of augmented reality capabilities in small electronic devices, such as cell phones, handhelds, head-mounted displays and even the development of new ones. The ARCam framework was used for game development, since it provides project designers with all the basic infrastructure needed by the game. Some user tests show that the tested subjects enjoyed the game experience and it proves a point: it is possible to create an augmented reality game completely in hardware with no software involved.1. Introduction
Augmented Reality (AR) makes use of computer vision algorithms in order to superimpose virtual information 2D or 3D, textual or pictorial - onto real world scenes in real time, enhancing user’s perception of and interaction with the environment [4]. Nowadays, augmented reality is applied in different fields, such as entertainment [23], medicine [5], manufacturing and repair [4], and training [19]. The technical challenges lie in determining, in real time, what should be shown where and how.
Traditionally, augmented reality systems place virtual objects in the real world using fiducial markers. Such artificial markers are used to support camera position and orientation tracking by the system, and are intrusive to the environment. Figure 1 illustrates the use of such fiducial
Figure 1. Marker based augmented reality example
markers in order to place a virtual statue on the real table.
The concept of augmented reality is directly related to augmenting users’ perception, specifically the users’ vision. Therefore users need to wear HMDs or similar devices in order to obtain the information enhancement previously mentioned. More important than that, many augmented reality applications are made to provide support to users in their daily and common activities. Therefore, there has been an expanding tendency to seamlessly integrate daily used equipments into common platforms with support to mobility. Continuous advances in device miniaturization, allied with the emergence of various wireless communication technologies, universal plug-and-play devices and powerful portable processing units has opened the door for research on wearable platforms.
It’s natural the evolution of augmented reality desktop platforms into something closer to the user. The terms mobile and wearable must be considered part of such evolution, and for this to happen, the miniaturization and specificity of devices must occur. Embedded augmented reality [22] refers to the research area that aims enabling the mentioned evolution. It researches how augmented reality appli.
This document discusses mobile augmented reality technologies. It begins by defining augmented reality and how mobile AR overlays digital information onto the real world viewed through a camera. It then discusses the hardware capabilities of modern smartphones that enable AR applications like cameras, sensors, and high-resolution displays. It also reviews several open-source and proprietary AR software development kits (SDKs) and tools that facilitate creating AR applications. Examples are given of many existing AR applications across different domains.
The document discusses Kinect and 3D motion sensing technology. It introduces the Kinect sensor device, the PrimeSense technology behind it, and the OpenNI and NITE libraries for developing applications using depth sensor data. It provides details on the Kinect sensor components and how it measures depth, and describes the various software options for Kinect development including OpenNI, OpenKinect, and Microsoft's Kinect SDK. It also summarizes the PrimeSense technology, OpenNI architecture and nodes, and NITE middleware for gesture and skeleton tracking.
Virendra Kumar Saroj has over 6 years of experience developing multimedia and mobile applications. He has worked for several companies developing video and audio processing algorithms, multimedia players, and device drivers. He has a Master's degree in Multimedia and Audio Engineering from IIT Kharagpur and has experience programming in C, C++, and other languages. Some of his projects include developing 3D image viewing software, mobile compression algorithms, and porting operating systems to new hardware.
FACE COUNTING USING OPEN CV & PYTHON FOR ANALYZING UNUSUAL EVENTS IN CROWDSIRJET Journal
The document discusses face counting using OpenCV and Python by analyzing unusual events in crowds. It proposes using the Haar cascade algorithm for face detection and counting. Feature extraction is performed using gray-level co-occurrence matrix (GLCM) to extract texture and edge features. Discriminant analysis is then used to differentiate between samples accurately. The system aims to correctly detect and count faces in images using Python tools like OpenCV for digital image processing tasks and feature extraction algorithms like GLCM and discrete wavelet transform (DWT). It is intended to have good recognition accuracy compared to previous methods.
This document provides a software requirements specification for a project that aims to detect irregular moving objects and track them in real time based on color and shape. It outlines the purpose, scope, functions, and requirements of the software, including external interfaces, system features, performance needs, and other non-functional requirements. The software will use OpenCV and CUDA to identify and track blue objects from a webcam stream in real time.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands...AugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Philipp Nagele (Wikitude): Context Is for Kings: Putting Context in the Hands of AR Developers
In this session, Philipp Nagele will explore why AR centers all around context and why contextual understanding is fundamental to any AR experience. He will show how Wikitude is trying to solve this problem for AR developers and provide technical details about the new release of the Wikitude SDK.
http://AugmentedWorldExpo.com
AbstractThis work presents the design and implementation of an.docxbartholomeocoombs
Abstract
This work presents the design and implementation of an embedded augmented reality game, called MarkerMatch. Augmented reality is a technology that directly contributes to the game interaction experience by enhancing user’s sense of immersion. Current research in embedded augmented reality enables the creation of dedicated hardware capable of executing augmented reality applications. This favors the insertion of augmented reality capabilities in small electronic devices, such as cell phones, handhelds, head-mounted displays and even the development of new ones. The ARCam framework was used for game development, since it provides project designers with all the basic infrastructure needed by the game. Some user tests show that the tested subjects enjoyed the game experience and it proves a point: it is possible to create an augmented reality game completely in hardware with no software involved.1. Introduction
Augmented Reality (AR) makes use of computer vision algorithms in order to superimpose virtual information 2D or 3D, textual or pictorial - onto real world scenes in real time, enhancing user’s perception of and interaction with the environment [4]. Nowadays, augmented reality is applied in different fields, such as entertainment [23], medicine [5], manufacturing and repair [4], and training [19]. The technical challenges lie in determining, in real time, what should be shown where and how.
Traditionally, augmented reality systems place virtual objects in the real world using fiducial markers. Such artificial markers are used to support camera position and orientation tracking by the system, and are intrusive to the environment. Figure 1 illustrates the use of such fiducial
Figure 1. Marker based augmented reality example
markers in order to place a virtual statue on the real table.
The concept of augmented reality is directly related to augmenting users’ perception, specifically the users’ vision. Therefore users need to wear HMDs or similar devices in order to obtain the information enhancement previously mentioned. More important than that, many augmented reality applications are made to provide support to users in their daily and common activities. Therefore, there has been an expanding tendency to seamlessly integrate daily used equipments into common platforms with support to mobility. Continuous advances in device miniaturization, allied with the emergence of various wireless communication technologies, universal plug-and-play devices and powerful portable processing units has opened the door for research on wearable platforms.
It’s natural the evolution of augmented reality desktop platforms into something closer to the user. The terms mobile and wearable must be considered part of such evolution, and for this to happen, the miniaturization and specificity of devices must occur. Embedded augmented reality [22] refers to the research area that aims enabling the mentioned evolution. It researches how augmented reality appli.
This document discusses mobile augmented reality technologies. It begins by defining augmented reality and how mobile AR overlays digital information onto the real world viewed through a camera. It then discusses the hardware capabilities of modern smartphones that enable AR applications like cameras, sensors, and high-resolution displays. It also reviews several open-source and proprietary AR software development kits (SDKs) and tools that facilitate creating AR applications. Examples are given of many existing AR applications across different domains.
The document discusses Kinect and 3D motion sensing technology. It introduces the Kinect sensor device, the PrimeSense technology behind it, and the OpenNI and NITE libraries for developing applications using depth sensor data. It provides details on the Kinect sensor components and how it measures depth, and describes the various software options for Kinect development including OpenNI, OpenKinect, and Microsoft's Kinect SDK. It also summarizes the PrimeSense technology, OpenNI architecture and nodes, and NITE middleware for gesture and skeleton tracking.
Virendra Kumar Saroj has over 6 years of experience developing multimedia and mobile applications. He has worked for several companies developing video and audio processing algorithms, multimedia players, and device drivers. He has a Master's degree in Multimedia and Audio Engineering from IIT Kharagpur and has experience programming in C, C++, and other languages. Some of his projects include developing 3D image viewing software, mobile compression algorithms, and porting operating systems to new hardware.
FACE COUNTING USING OPEN CV & PYTHON FOR ANALYZING UNUSUAL EVENTS IN CROWDSIRJET Journal
The document discusses face counting using OpenCV and Python by analyzing unusual events in crowds. It proposes using the Haar cascade algorithm for face detection and counting. Feature extraction is performed using gray-level co-occurrence matrix (GLCM) to extract texture and edge features. Discriminant analysis is then used to differentiate between samples accurately. The system aims to correctly detect and count faces in images using Python tools like OpenCV for digital image processing tasks and feature extraction algorithms like GLCM and discrete wavelet transform (DWT). It is intended to have good recognition accuracy compared to previous methods.
This document provides a software requirements specification for a project that aims to detect irregular moving objects and track them in real time based on color and shape. It outlines the purpose, scope, functions, and requirements of the software, including external interfaces, system features, performance needs, and other non-functional requirements. The software will use OpenCV and CUDA to identify and track blue objects from a webcam stream in real time.
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
This document summarizes a virtual reality project that allows two users to play chess against each other using virtual reality headsets and hand tracking devices. Specifically, the project uses Oculus Rift headsets for each user to view the virtual environment, and Leap Motion devices to track hand movements and allow users to interact with and move the virtual chess pieces. The project was developed in Unity and utilizes the Oculus Rift and Leap Motion SDKs to integrate the hardware. Networking functionality allows the two users' games to be synced over the internet.
This document is a seminar report submitted by Ganesh Waghmare on the topic of Android OS. It contains chapters covering features of the Android OS, its architecture, application framework, libraries, runtime, kernel and more. The report was submitted to fulfill degree requirements at MAEER's MIT College of Engineering, Pune, under the guidance of Prof. Sukhada Bhingarkar. It includes an acknowledgment, table of contents, and glossary related to Android OS.
This document is a seminar report submitted by Ganesh Waghmare on the topic of Android OS. It contains chapters covering features of the Android OS, its architecture, application framework, libraries, runtime, kernel and more. The report was submitted to fulfill degree requirements at MAEER's MIT College of Engineering, Pune, under the guidance of Prof. Sukhada Bhingarkar. It includes an acknowledgment, table of contents, and glossary related to Android OS.
IRJET- Proposed Design for 3D Map Generation using UAVIRJET Journal
The document proposes a design for 3D map generation using an unmanned aerial vehicle (UAV). Images collected by the UAV would undergo processing using techniques like photogrammetry and videogrammetry to generate point clouds and convert the 2D images into 3D models. Pix4Dmapper software would be used to analyze control points within images, overlap similar images, filter out noise, and generate the 3D point cloud which forms the basic building block for 3D map creation. The vSLAM algorithm would also be used to determine the sensor orientation and reconstruct the environment. The proposed system would use tools like the Tower app and databases like MySQL and HBase to control the UAV, process and store the image data,
Debug, Analyze and Optimize Games with Intel Tools Matteo Valoriani
This document summarizes an introduction to the Intel Graphics Performance Analyzers (Intel GPA) tool. The presentation provides an overview of Intel GPA's capabilities for optimizing game performance on Intel graphics through in-game analysis, frame capture, and trace analysis. It demonstrates Intel GPA's system analyzer, frame analyzer and trace analyzer features. The document also gives examples of optimizations that can be achieved through techniques like script culling, memory management, occlusion culling, level of detail modeling and terrain optimization.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
Kudan licenses proprietary SLAM and computer vision algorithms that are designed to work across all future devices. Their algorithms are versatile, can be embedded on any processor, and are integrated with different hardware architectures. This allows their technology to work on low-end devices today and meet the needs of computer vision applications. Kudan has existing customers for their AR SDK and has done R&D work for companies like Microsoft, Samsung, Alibaba and Ericsson. Their vision is to expand computer vision capabilities to combine IoT, SLAM, and AI through algorithm evolution and key technology integrations.
JIT Spraying Never Dies - Bypass CFG By Leveraging WARP Shader JIT Spraying.pdfSamiraKids
This document discusses bypassing Control Flow Guard (CFG) via Windows Advanced Rasterization Platform (WARP) shader Just-In-Time (JIT) spraying. It begins with background on Direct3D, WARP, shaders, and WebGL. It then explains the basic principle of CFG and known bypass methods. The presentation will demonstrate a new JIT spraying technique to bypass CFG by circumventing restrictions on the WARP JIT engine and reliably achieving CFG bypass. It concludes with a live demo of bypassing CFG on Internet Explorer 11 and Microsoft Edge on Windows 10.
IRJET - Positioning and Tracking of a Person using Embedded Controller in a D...IRJET Journal
This document proposes a system to track and monitor the location of individuals within a defined area using GPS. The system uses an ESP8266 microcontroller interfaced with GPS modules to acquire location data and update it to a cloud database. An administrator can then monitor locations in real-time through a mobile app or web interface by requesting location coordinates from the cloud. The system aims to provide easier tracking of individuals compared to conventional camera-based methods while eliminating the need for continuous human monitoring.
This document discusses computer vision and Mobica's work in the field. It provides an overview of computer vision, including common uses and relevant technologies like OpenCV. Mobica has experience implementing and optimizing computer vision algorithms using technologies like OpenCL. They have worked on projects involving object recognition, image processing, augmented reality, and using computer vision in applications like automotive systems and gesture recognition. Mobica sees opportunities to improve computer vision performance and make it more accessible to developers.
Deep Learning Neural Network Acceleration at the Edge - Andrea GalloLinaro
Short
The growing amount of data captured by sensors and the real time constraints imply that not only big data analytics but also Machine Learning (ML) inference shall be executed at the edge. The multiple options for neural network acceleration in Arm-based platforms provide an unprecedented opportunity for new intelligent devices. It also raises the risk of fragmentation and duplication of efforts when multiple frameworks shall support multiple accelerators.
Andrea Gallo, Linaro VP of Segment Groups, will summarise the existing NN frameworks, accelerator solutions, and will describe the efforts underway in the Arm ecosystem.
Abstract
The dramatically growing amount of data captured by sensors and the ever more stringent requirements for latency and real time constraints are paving the way for edge computing, and this implies that not only big data analytics but also Machine Learning (ML) inference shall be executed at the edge. The multiple options for neural network acceleration in recent Arm-based platforms provides an unprecedented opportunity for new intelligent devices with ML inference. It also raises the risk of fragmentation and duplication of efforts when multiple frameworks shall support multiple accelerators.
Andrea Gallo, Linaro VP of Segment Groups, will summarise the existing NN frameworks, model description formats, accelerator solutions, low cost development boards and will describe the efforts underway to identify the best technologies to improve the consolidation and enable the competitive innovative advantage from all vendors.
Audience
The session will be useful for executives to engineers. Executives will gain a deeper understanding of the issues and opportunities. Engineers at NN acceleration IP design houses will take away ideas for how to collaborate in the open source community on their area of expertise, how to evaluate the performance and accelerate multiple NN frameworks without modifying them for each new IP, whether it be targeting edge computing gateways, smart devices or simple microcontrollers.
Benefits to the Ecosystem
The AI deep learning neural network ecosystem is starting just now and it has similar implications with open source as GPU and video accelerators had in the early days with user space drivers, binary blobs, proprietary APIs and all possible ways to protect their IPs. The session will outline a proposal for a collaborative ecosystem effort to create a common framework to manage multiple NN accelerators while at the same time avoiding to modify deep learning frameworks with multiple forks.
International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity
Iirdem design and implementation of finger writing in air by using open cv (c...Iaetsd Iaetsd
The document describes a project to design a system for finger writing in air using an Open CV library on an ARM platform. The proposed system uses a webcam, ARM microcontroller and display unit to capture finger movements or handwriting in front of the camera and display it on the screen in real-time. It analyzes the finger trajectories using Open CV and recognizes the patterns for display. The system is aimed at providing a more accessible way of digital writing compared to conventional methods.
The Real Time Drowisness Detection Using Arm 9IOSR Journals
This document describes a real-time driver drowsiness detection system using an ARM9 microcontroller. The system uses a webcam to capture images of the driver's eyes and an electrooculography (EOG) sensor to monitor visual activity. Image processing techniques are used to detect eye closure and blinking patterns. If drowsiness is detected, an alarm is activated to warn the driver. The system was tested on 15 people with 80% accuracy. The document concludes that image processing provides a non-invasive way to accurately detect drowsiness without interfering with the driver.
IRJET-Implementation of Image Processing using Augmented RealityIRJET Journal
This document discusses the implementation of an augmented reality educational application using image processing techniques. It proposes developing a mobile application that uses image recognition like text recognition, marker-based recognition, markerless recognition and model tracking to enhance learning experiences. The system is implemented using Unity and Vuforia, with image targets added in Unity and recognized using Vuforia. When targets are detected, 3D models or other virtual elements are overlaid to augment the real world view. The application is designed to provide interactive and visual learning experiences to help students better understand concepts.
VT MÄK provides simulation and visualization solutions, including VR-Forces and VR-Vantage. They offer a suite of integrated products built on open standards that are under constant development and fully supported. MÄK helps customers demonstrate, experiment, and train through solutions like VR-Forces that provide rapid scenario generation and scriptable tasks. Their core products also include capabilities for simulation, visualization, interoperability, web-based simulation, and terrain.
Leveraging Artificial Intelligence Processing on Edge DevicesICS
The introduction of low-cost, high-performance embedded processors coupled with improvements in Neural Network model optimization lay the foundation for AI and Computer Vision at the edge. Moving intelligence from the cloud to the edge offers many advantages including the reduction of network traffic, predicable ML inference times, and data security to name a few. Challenges exist as many development teams do not have data scientist or AI development engineers. What is needed are practical AI solutions including ML development tools, optimized inference engines and reference platforms that will abstract out the development complexities to stream line prototyping and development.
In this joint webinar with Au-Zone Technologies we will discuss:
- Development challenges and solutions which can be use to enable AI/ML at the edge to implement object detection, classification and tracking for medical and industrial use-cases
- Visualization techniques for activity monitoring and object detection
The document describes a project report on clustering algorithms for mobile ad hoc networks. It discusses implementing several clustering algorithms in OMNeT++, including the Distributed Clustering Algorithm (DCA) and Distributed Mobility Adaptive Clustering (DMAC) algorithm. The DCA algorithm partitions nodes into clusters based on weights, with nodes joining the cluster of the neighboring node with the highest weight. The document outlines the procedures and messages used in the DCA algorithm. It also briefly mentions studying the DMAC and other clustering algorithms to develop an optimal protocol stack for mobile ad hoc networks.
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
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This document summarizes a virtual reality project that allows two users to play chess against each other using virtual reality headsets and hand tracking devices. Specifically, the project uses Oculus Rift headsets for each user to view the virtual environment, and Leap Motion devices to track hand movements and allow users to interact with and move the virtual chess pieces. The project was developed in Unity and utilizes the Oculus Rift and Leap Motion SDKs to integrate the hardware. Networking functionality allows the two users' games to be synced over the internet.
This document is a seminar report submitted by Ganesh Waghmare on the topic of Android OS. It contains chapters covering features of the Android OS, its architecture, application framework, libraries, runtime, kernel and more. The report was submitted to fulfill degree requirements at MAEER's MIT College of Engineering, Pune, under the guidance of Prof. Sukhada Bhingarkar. It includes an acknowledgment, table of contents, and glossary related to Android OS.
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IRJET- Proposed Design for 3D Map Generation using UAVIRJET Journal
The document proposes a design for 3D map generation using an unmanned aerial vehicle (UAV). Images collected by the UAV would undergo processing using techniques like photogrammetry and videogrammetry to generate point clouds and convert the 2D images into 3D models. Pix4Dmapper software would be used to analyze control points within images, overlap similar images, filter out noise, and generate the 3D point cloud which forms the basic building block for 3D map creation. The vSLAM algorithm would also be used to determine the sensor orientation and reconstruct the environment. The proposed system would use tools like the Tower app and databases like MySQL and HBase to control the UAV, process and store the image data,
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This document summarizes an introduction to the Intel Graphics Performance Analyzers (Intel GPA) tool. The presentation provides an overview of Intel GPA's capabilities for optimizing game performance on Intel graphics through in-game analysis, frame capture, and trace analysis. It demonstrates Intel GPA's system analyzer, frame analyzer and trace analyzer features. The document also gives examples of optimizations that can be achieved through techniques like script culling, memory management, occlusion culling, level of detail modeling and terrain optimization.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
Kudan licenses proprietary SLAM and computer vision algorithms that are designed to work across all future devices. Their algorithms are versatile, can be embedded on any processor, and are integrated with different hardware architectures. This allows their technology to work on low-end devices today and meet the needs of computer vision applications. Kudan has existing customers for their AR SDK and has done R&D work for companies like Microsoft, Samsung, Alibaba and Ericsson. Their vision is to expand computer vision capabilities to combine IoT, SLAM, and AI through algorithm evolution and key technology integrations.
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This document discusses computer vision and Mobica's work in the field. It provides an overview of computer vision, including common uses and relevant technologies like OpenCV. Mobica has experience implementing and optimizing computer vision algorithms using technologies like OpenCL. They have worked on projects involving object recognition, image processing, augmented reality, and using computer vision in applications like automotive systems and gesture recognition. Mobica sees opportunities to improve computer vision performance and make it more accessible to developers.
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The growing amount of data captured by sensors and the real time constraints imply that not only big data analytics but also Machine Learning (ML) inference shall be executed at the edge. The multiple options for neural network acceleration in Arm-based platforms provide an unprecedented opportunity for new intelligent devices. It also raises the risk of fragmentation and duplication of efforts when multiple frameworks shall support multiple accelerators.
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The dramatically growing amount of data captured by sensors and the ever more stringent requirements for latency and real time constraints are paving the way for edge computing, and this implies that not only big data analytics but also Machine Learning (ML) inference shall be executed at the edge. The multiple options for neural network acceleration in recent Arm-based platforms provides an unprecedented opportunity for new intelligent devices with ML inference. It also raises the risk of fragmentation and duplication of efforts when multiple frameworks shall support multiple accelerators.
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Audience
The session will be useful for executives to engineers. Executives will gain a deeper understanding of the issues and opportunities. Engineers at NN acceleration IP design houses will take away ideas for how to collaborate in the open source community on their area of expertise, how to evaluate the performance and accelerate multiple NN frameworks without modifying them for each new IP, whether it be targeting edge computing gateways, smart devices or simple microcontrollers.
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3-6 June 2024, Niš, Serbia
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2. CONTENTS
● INTRODUCTION
● LITURATURE SURVEY
● METHODOLOGY
● FLOWCHART
● NETWORK ARCHITECTURE
● SELECTION OF GAME ENGINE
● SELECTION OF AR SDK
● VUFORIA
● ARCore AND ARKit
● ADVANTAGE AND DISADVANTAGES
● CONCLUSION
● REFERENCES
22
3. INTRODUCTION
● User Experience is a very important factor of any software product and thus
companies spend a lot of time and money in development stage to make sure that
customers get a hassle-free experience.
● In today’s age it is observed that in order to further improve user experience the use
of Machine Learning is to be employed.
● We plan on surveying all the possible ways to implement Computer Vision based
marker less object tracking and integrate it with Augmented Reality Software
Development Kits to create an interface ready for customers to use.
● The main idea is to track hand landmarks using Computer Vision and use them as
placeholders for AR watch object.
33
4. LITERATURE SURVEY
SL NO PAPER AUTHOR YEAR
1 MediaPipe Hands: On-device Real-
time Hand Tracking
Fan Zhang, Valentin
Bazarevsky, Andrey
Vakunov, Andrei
Tkachenka, George Sung
18 Jun 2020.
2 Pose Anchor: A Single-stage Hand
Keypoint Detection Network
Yuan Li, Xinggang
Wang, Wenyu Liu and
Bin Feng
July 2020
3 A Study on MQTT based
Environmental Parameters,
Monitoring and Alarming System
K.J., Reshmaa, Selvin
Peter Paul J., and
Swetha V
2018
4 A Survey of Frameworks and Game
Engines for Serious Game
Development
Brent Cowan and Bill
Kapralos
2014
5. METHODOLOGY
“Researchers from Google “present’ on-device a real-time solution predicting a
human palm skeleton from a single RGB camera for AR products.
Two models comprise the pipeline:
•A palm detector responsible for bounding box generation across palm and provides it
to,
•A hand landmark model, that maps a palm sketch on the full hand. This is
implemented through MediaPipe ,ML solutions building platform.
55
7. ● The graph can be divided into 2 subparts, one for hand detection and the other for
points of reference mapping.
● A key optimization here is that the hand detection only runs as needed, saving a lot
of processing power
● To accomplish this start by extracting the palm location in the present video frame
from the generated hand landmarks in the preceding frame, thus preventing the
palm detection each frame
● For toughness, the tracker even provides confidence score for captured hand.
whenever the confidence drops below the threshold then only the palm detector is
reapplied to the upcoming frame.
● “Koller, Hermann and Bowden’s” work shows a novel perspective to learning a
classifier which is on the basis of frames on poorly differently marked sequence
data by combining a Convolution Neural Net in an Expectation Maximisation
algorithm.
METHODOLOGY
77
8. ● This permits the C.N.N. to be trained on a big set of trial images even if limited sequence
level knowledge is available for the source videos.
● This method is explained in situation related to hand shape detection, it could be of a
wider use to any video based recognition task which doesn’t have frame-level labelling
● Instead of using 2 stage architecture pipeline consisting of localizing hand and mapping
landmarks, Pose Anchor presents a single effective network architecture for hand
landmarks detection. An end-to-end C.N.N. is trained on a newly proposed pose anchor
network, which is based on RPN in Faster Region-based C.N.N
● Instead of manually designing hand pose anchors, they are generated using K-means
clustering based on OKS
● The main reason for using pose anchors is to mitigate occlusion to some extent by using
the prior knowledge of hand pose/structure Experiments conducted on (LSM-HPD) and
NZSL were used to show the robustness and feasibility of the architecture.
88
11. Selection of Game Engine:
There are many game engines available to make AR applications. To chose one among
them many factors must be kept in mind, they are:
● Scripting: The code written to provide the instructions.
● Rendering: The generation of the 3D scene, the factors to be measured are speed and
accuracy.
● Animation: the change in render per frame to simulate movement.
● Artificial Intelligence: Ability of the computer to make decisions.
● Physics: Real world based calculations on simulated physical interactions.
● Audio: Audio feedback provided that can be spatially distinguished.
● Networking : Users have the ability to play with others online
1111
12. ●A logical approach would be to go with a game engine which is widely used in the market,
so we used 2 Surveys to determine a suitable game engine
●Survey 1: Scan through a database of approximately 200 academic publications for
“serious game”, “educational game”, and “simulator”.
●Survey 2: Narrow down these selected engines from Survey 1 only based on “serious
gaming”
1212
14. ●By analyzing given information we can clearly conclude that Unity and Unreal are
the most beneficial game engines, we chose Unity as our preferred game engine as the
only advantage of Unreal over Unity is C++ support, but the programming language
to be used is not an restriction in our situation.
14
15. Unity Engine Properties:
● Lighting can be done before hand or at run time, custom shaders can be created
using shader graphs and shadder programming thus replicating realistic lighting
conditions as well as textures which can be changed based on input to change the
simulation environment.
● Unity uses C# as the programming language behind the implementation of any
application built using the framework and thus complicated logical simulations and
inputs can be generated.
1515
16. The Machine Learning-Agents Toolkit
provided by the game engine:
●This is an free to use SDK available to integrate ML models with Unity.The 3 main features
in the SDK are
● Sensors, Agents, and Academy
●The agents collect, observe and execute actions. The agent is the component being trained by
constantly optimizing it’s policy known as Brain.
●The Academy manages the simulation,it is a singleton and thus used to keep track of all the
steps involved in the simulation.
●Singleton is defined as a software design pattern that restricts the instantiation of a class to
one "single" instance, any other instances which are created are automatically destroyed.
1616
18. Integration of the model with Unity:
The study for Gesture Recognition for non RC Drone have successfully imported Leap Motion
SDK and Gesture simple control package and used it for detection.
This shows that any kind of trained model can be imported into Unity.
The recommended method to import ML model into Unity:
● STEP 1: Save and export the model to ONNX format as this is the format supported by
Unity.
● STEP 2: Import Unity ML Agents
● STEP 3: Import the model into Unity.
● STEP 4: Access the camera feed frame by frame.
● STEP 5: Resize the render texture if required.
● STEP 6: Read the Softmax layer output from the model.
18
19. Selection of AR SDK
● SDK has multiple components within the application: identification, tracking, etc
● There are many AR SDKs to chose from like:
Vuforia, Metatio, Wikitude, ARToolKit, D’Fusion, ARmedi, ARCore, ARKit.
● There is another study by Anasse HANAFI in which they are focusing on those SDKs
which give a platform and support and function with hardware.
● They had tested these SDKs on the basis of licence type, target platform, development
platform, tracking type, functionality.
● The most important feature as per our requirement is tracking type and the results are
tabulated in Table
1919
21. Vuforia
●Vuforia is an augmented reality software development kit for mobile devices that enables the
creation of augmented reality applications.
●It uses computer vision technology to recognize and track planar images and 3D objects in real
time .
●Ms. Geetanjali Bhola and Amogh Bansal used Vuforia for Markerless Tracking in Retail
Industry. Their observation is can be referenced for our work to find which will be more suitable
for the process in hand .
2121
23. ● Thus we can see that the results are perfect for our scenario, so it can be considered to
use Vuforia , but from Table our requirement is of Motion Tracking thus it would be a
more suitable choice would be to go for ARCore or ARKit.
2323
24. ARCore and ARKit:
●ARCore and ARKit are Google and Apple’s respective Augmented reality frameworks for
bringing more AR apps to thier platforms . They use the smartphone cameras to add
interactive elements to an existing environment.
●ARCore is used to build for Android Devices and ARKit is used to build for iOS devices.
Unity offers a wrapper class known as ARFoundation which includes both of these SDKs
and an added advantage is that it is not required to import these from an external source.
●Khalid Satori did a study to discover if ARFoundation is a suitable replacement for
ARKit or ARCore. Their observations are shown in Table
2424
26. ● As it can be seen from Table that ARFoundation either has all the features or
they are under development. Thus to keep the implementation simple, future
ready and cover all target platforms it is suitable to use ARFoundation as our
SDK.
● ARFoundation can be imported from Unity’s Package Manager which comes
along with Unity during installation.
2626
27. ADVANTAGES
● Once the content is placed in a room, it is more flexible than marker-based
alternatives.
● Marker less AR significantly increases the average range of motion.
● Marker based alternative relies on the image recognisability whereas
maker less doesn’t.
2727
28. DISADVANTAGES
● The augmented reality content may not make sense in certain context
● For better experience it is required that the surface has a texture for computer
vision to recognize it.
2828
29. CONCLUSION
We had a look at various computer vision techniques for implementing marker less
tracking on hands and also determined an appropriate game engine to import that
model into. We also compared various Augmented reality SDKs which can be used to
properly instantiate the desired objects. We found using ARfoundation to implement
the tracking will be much more efficient because of its simplistic nature in
implementation , future ready features and tracking and beacuse of its ablity to cover
all target platforms .
2929
30. REFERENCES
1. Fan Zhang, Valentin Bazarevsky, Andrey Vakunov, Andrei Tkachenka, George Sung, Chuo-Ling
Chang, Matthias Grundmann. “MediaPipe Hands: On-device Real-time Hand Tracking”
arXiv:2006.10214v1 [cs.CV] 18 Jun 2020.
2. HasCamillo Lugaresi, Jiuqiang Tang, Hadon Nash, Chris Mc-Clanahan, Esha Uboweja, Michael
Hays, Fan Zhang, Chuo-Ling Chang, Ming Guang Yong, Juhyun Lee, Wan-TehChang, Wei Hua,
Manfred Georg, and Matthias Grundmann.Mediapipe: A framework for building perception
pipelines.volume abs/1906.08172, 2019
3. Oscar Koller, Hermann Ney, and Richard Bowden. “Deep Hand: How to Train a CNN on 1 Million
Hand Images When Your Data is Continuous and Weakly Labelled”. 2016 IEEE Conference on
Computer Vision and Pattern Recognition (CVPR).
4. Yuan Li, Xinggang Wang, Wenyu Liu and Bin Feng. “Pose Anchor: A Single-stage Hand Keypoint
Detection Network”. IEEE Transactions on Circuits and Systems for Video Technology (July 2020)
3030
31. 5 .S. Ren, K. He, R. Girshick, and J. Sun, “Faster r-cnn: Towards real-time object detection with region
proposal networks,” in Advances in neural information processing systems, 2015, pp. 91–99
6. T.-Y. Lin, M. Maire, S. Belongie, J. Hays, P. Perona, D. Ramanan, P. Dollar, and C. L. Zitnick,
“Microsoft coco: Common objects in context,” in European conference on computer vision. Springer,
2014, pp. 740–755.
7. Brent Cowan and Bill Kapralos “A Survey of Frameworks and Game Engines for Serious Game
Development” in 2014 IEEE 14th International Conference on Advanced Learning Technologies
8. Arthur Juliani,Vincent-Pierre Berges,Ervin Teng,Andrew Cohen,Jonathan Harper,Chris Elion,Chris
Goy,Yuan Gao,Hunter Henry,Marwan Mattar,Danny Lange. “Unity: A General Platform for Intelligent
Agents” in arxiv.org by Cornell University
9. K.J., Reshmaa, Selvin Peter Paul J., and Swetha V. "A Study on MQTT based Environmental
Parameters, Monitoring and Alarming System". Eurasian Journal of Analytical Chemistry 13 no. SP
(2018)
3131