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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
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
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
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 )
Game Development Life cycle
Fig: Iterative 5 phase model from Aronld Hendrick
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.
Fig: Human / Computer interaction in AR/VR Perspective
Human / Computer interaction
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
Image Stabilization
• Adequate, good and stable lighting conditions.
• Jumping of the superimposed image.
• low-pass filters for the stabilization
Fig: captured image from our game for image stabilization
Type of tracker
• Image Tracker
• Object Tracker
• Motion Tracker
• Text Tracker
• Gps Tracker
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
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
Fig: Dynamic mesh Creation
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
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.
Fig: 6 DOF camera pose tracking
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
Sensor fusion algorithm Procedure
Fig: Procedure of Sensor Fusion Algorith
New Development with Tango from GOOGLE
• State Of Tango:
Sensing Environment Light
• Sensing environment light and twitching Area
lights
• Artificial color correction using the sense of light
in Game.
Fig: Sensing Environment Light
Gameplay
Scope
• Entertainment
• Retail
• Real Estate
• Travel & Tourism
• Advertising & Marketing
• Education
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 &
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/.
•ANY QUESTION?
Thank you

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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 )
  • 5. Game Development Life cycle Fig: Iterative 5 phase model from Aronld Hendrick
  • 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
  • 10. Fig: captured image from our game for image 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
  • 14. Fig: Dynamic mesh Creation
  • 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.
  • 17. Fig: 6 DOF camera pose tracking
  • 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
  • 19. Sensor fusion algorithm Procedure Fig: Procedure of Sensor Fusion Algorith
  • 20. New Development with Tango from GOOGLE • State Of Tango:
  • 21. Sensing Environment Light • Sensing environment light and twitching Area lights • Artificial color correction using the sense of light in Game.
  • 24. Scope • Entertainment • Retail • Real Estate • Travel & Tourism • Advertising & Marketing • Education
  • 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/.