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AR TECHNOLOGY
COMP 4010 Lecture Three
Mark Billinghurst
August 10th 2021
mark.billinghurst@unisa.edu.au
REVIEW
How do We Perceive Reality?
• We understand the world through
our senses:
• Sight, Hearing, Touch, Taste, Smell
(and others..)
• Two basic processes:
• Sensation – Gathering information
• Perception – Interpreting information
Simple Sensing/Perception Model
Reality vs. Virtual Reality
• In a VR system there are input and output devices
between human perception and action
Presence ..
“The subjective experience of being in one place or
environment even when physically situated in another”
Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence
questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.
Types of Presence
• Spatial Presence
• Feeling that you are in another space
• Object Presence
• Feeling that an object is really in your space
• Social Presence
• Feeling that someone is really with you
Object Presence
• What makes an object appear real?
• Touch/Haptic feedback
• Appearance
• Lighting
• Audio cues
• Occlusion
• Etc..
Social Presence
• What makes a Person appear real?
• Interactivity
• Visual appearance
• Audio cues
• Touch
• Contextual cues
• Etc..
Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence:
Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114.
Senses
• How an organism obtains information for perception:
• Sensation part of Somatic Division of Peripheral Nervous System
• Integration and perception requires the Central Nervous System
• Five major senses (but there are more..):
• Sight (Opthalamoception)
• Hearing (Audioception)
• Taste (Gustaoception)
• Smell (Olfacaoception)
• Touch (Tactioception)
The Human Visual System
• Purpose is to convert visual input to signals in the brain
Human Horizontal and Vertical FOV
• Humans can see ~135
o
vertical (60
o
above, 75
o
below)
• See up to ~ 210o
horizontal FOV, ~ 115o
stereo overlap
• Colour/stereo in centre, Black & White/mono in periphery
Vergence-Accommodation Conflict
• Looking at real objects, vergence and focal distance match
• In VR, vergence and accommodation can miss-match
• Focusing on HMD screen, but accommodating for virtual object behind screen
Stereo Perception/Stereopsis
• Eyes separated by IPD
• Inter pupillary distance
• 5 – 7.5cm (avge. 6.5cm)
• Each eye sees diff. image
• Separated by image parallax
• Images fused to create 3D
stereo view
Depth Perception
• The visual system uses a range of different Stereoscopic
and Monocular cues for depth perception
Stereoscopic Monocular
eye convergence angle
disparity between left
and right images
diplopia
eye accommodation
perspective
atmospheric artifacts (fog)
relative sizes
image blur
occlusion
motion parallax
shadows
texture
Parallax can be more important for depth perception!
Stereoscopy is important for size and distance evaluation
Creating the Perfect Illusion
Cuervo, E., Chintalapudi, K., & Kotaru, M. (2018,
February). Creating the perfect illusion: What will it
take to create life-like virtual reality headsets?.
In Proceedings of the 19th International Workshop on
Mobile Computing Systems & Applications (pp. 7-12).
• Technology to create life-like VR HMDs
• Compared to current HMDs
• 6 − 10× higher pixel density
• 20 − 30× higher frame rate
Comparison between Eyes and HMD
Sound Localization
• Humans have two ears
• localize sound in space
• Sound can be localized
using 3 coordinates
• Azimuth, elevation,
distance
Sound Localization (Azimuth Cues)
Interaural Time Difference
Haptic Sensation
• Somatosensory System
• complex system of nerve cells that responds to changes to
the surface or internal state of the body
• Skin is the largest organ
• 1.3-1.7 square m in adults
• Tactile: Surface properties
• Receptors not evenly spread
• Most densely populated area is the tongue
• Kinesthetic: Muscles, Tendons, etc.
• Also known as proprioception
Spatial Resolution
• Sensitivity varies greatly
• Two-point discrimination
Body
Site
Threshold
Distance
Finger 2-3mm
Cheek 6mm
Nose 7mm
Palm 10mm
Forehead 15mm
Foot 20mm
Belly 30mm
Forearm 35mm
Upper Arm 39mm
Back 39mm
Shoulder 41mm
Thigh 42mm
Calf 45mm
http://faculty.washington.edu/chudler/chsense.html
Proprioception/Kinaesthesia
• Proprioception (joint position sense)
• Awareness of movement and positions of body parts
• Due to nerve endings and Pacinian and Ruffini corpuscles at joints
• Enables us to touch nose with eyes closed
• Joints closer to body more accurately sensed
• Users know hand position accurate to 8cm without looking at them
• Kinaesthesia (joint movement sense)
• Sensing muscle contraction or stretching
• Cutaneous mechanoreceptors measuring skin stretching
• Helps with force sensation
AR TECHNOLOGY
Comp4010 lecture3-AR Technology
Augmented Reality Definition
• Combines Real and Virtual Images
• Both can be seen at the same time
• Interactive in real-time
• The virtual content can be interacted with
• Registered in 3D
• Virtual objects appear fixed in space
Augmented RealityTechnology
• Combines Real and Virtual Images
• Needs: Display technology
• Interactive in real-time
• Needs: Input and interaction technology
• Registered in 3D
• Needs: Viewpoint tracking technology
Example: MagicLeap ML-1 AR Display
•Display
• Multi-layered Waveguide display
•Tracking
• Inside out SLAM tracking
•Input
• 6DOF wand, gesture input
https://www.youtube.com/watch?v=HD9jeo9M8vo
Comp4010 lecture3-AR Technology
MagicLeap Display
• Optical see-through AR display
• Overlay graphics directly on real world
• 40o x 30o FOV, 1280 x 960 pixels/eye
• Waveguide based display
• Holographic optical element
• Very thin physical display
• Two sets of waveguides
• Different focal planes
• Overcomes vergence/accommodation problem
• Eye tracking for selecting focal plane
• Separate CPU/GPU unit
AR Vergence and Accommodation
• Fixed focal distance for OST displays
• Accommodation conflict between real and virtual object
Comp4010 lecture3-AR Technology
Tracking
• Inside out tracking
• Sensors on the user’s head
• Using multiple sensors
• Time of Flight Depth Sensor
• IR light projector
• Wide angle cameras
• Internal accelerometer (IMU)
• Creates 3D model of real world
• Tracks from model
Time of Flight Sensor
• Timed pulses of light
• Fast depth sensing
• Long range
• Inexpensive
Spatial Mapping
https://www.youtube.com/watch?v=_XJsP3uo2Bs
Spatial Mapping (Hololens)
Input
• Multiple input methods
• Handheld Controller
• Multiple buttons, trackpad input
• 6 DOF magnetic tracking
• Eye gaze
• Integrated eye tracking
• Hand tracking
• Natural hand input
Controller Input
• Handheld controller
• Magnetic tracking – six degree of freedom
Transmitter Coils
Receiver Coils
Magnetic Tracking Operation
• Moving coil through magnetic field generates voltage
• Position accuracy decreases over distance
Hand Tracking
https://www.youtube.com/watch?v=OAeJ61wd2kA
Eye Tracking
Applications
https://www.youtube.com/watch?v=hGsb-befW4E
1: AR DISPLAYS
AR Display Technologies
• Classification (Bimber/Raskar 2005)
• Head attached
• Head mounted display/projector
• Body attached
• Handheld display/projector
• Spatial
• Spatially aligned projector/monitor
Bimber, O., & Raskar, R. (2005). Spatial augmented reality: merging real and virtual worlds. CRC press.
DisplayTaxonomy
HEAD MOUNTED DISPLAYS
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Optical see-through Head-Mounted Display
Virtual images
from monitors
Real
World
Optical
Combiners
ViewThrough Optical See-Through HMD
Optical Design - Birdbath
▪ Reflect off beam splitter
Optical Design – Curved Mirror
▪ Reflect off free-space curved mirror
Example: Meta2
• https://www.youtube.com/watch?v=e1W29w63W4g
Optical Design - Prism
Epson Moverio BT-300
▪ Stereo see-through display ($700)
▪ 1280 RGB x 720 pixels, 23 degree FOV, 30Hz, 69g
▪ Android Powered, separate controller
▪ VGA camera, GPS, gyro, accelerometer
Optical Design - Waveguide
• Use prisms/grating elements
Lumus Display
• https://www.youtube.com/watch?v=G2MtI7asLcA
Example: Sony Smart EyeGlasses
https://www.youtube.com/watch?v=kYPWaMsarss
Hololens Waveguide Display
AR HMDs
• Microsoft HoloLens2 - $3,500 USD
• Wearable computer, 47 degree FOV
• Waveguide displays, optical see-through
• Vuzix Blade - $1000 USD
• 30 degree FOV, optical see-through
• Self contained, Monocular, Android OS
• Epson BT 30C - $499 USD
• 25 degree FOV, see-through
• Tethered display, USB-C connector
Comp4010 lecture3-AR Technology
Comp4010 lecture3-AR Technology
Pros and Cons of Optical see-throughAR
• Pros
• Simpler design (cheaper)
• Direct view of real world
• No eye displacement
• Socially acceptable (glasses form factor)
• Cons
• Difficult to occlude real world
• Image washout outdoors/bright lights
• Wide field of view challenging
• Can’t delay the real world
Video see-through HMD
Video
cameras
Monitors
Graphics
Combiner
Video
ViewThrough aVideo See-Through HMD
Example: Varjo XR-1
• Wide field of view
• 87 degrees
• High resolution
• 1920 x 1080 pixel/eye
• 1440 x 1600 pixel insert
• Low latency stereo cameras
• 2 x 12 megapixel
• < 20 ms delay
• Integrated Eye Tracking
Varjo XR-1 Image Quality
• https://www.youtube.com/watch?v=L0sg-3EGbZs
Handheld AR
• Camera + display = handheld AR
• Mobile phone/Tablet display
Pros and Cons ofVideo See-ThroughAR
• Pros
• True occlusion
• Digitized image of real world
• Registration, calibration, matchable time delay
• Wide FOV is easier to support
• Cons
• Larger, bulkier hardware
• Can’t see real world with natural eyes
Multiplexed Display
Virtual Image ‘inset’ into Real World
Example:Google Glass
ViewThrough Google Glass
See-Through Display Taxonomy
Example
Products
Binocular
See-Through
Displays
Monocular
Optical
See-Through
Video
See-Through
Stereoscopic
Overlays
Monoscopic
Overlays
Single
Camera
Dual
Camera
Monoscopic
Overlays
Stereoscopic
Overlays
Stereoscopic
Overlays
Monoscopic
Overlays
Video
See-Through
E.g.: smartphone- or
tablet-based
hand-held AR
Also: Google Glass in
VST mode E.g.: Lumos DK-40
E.g.: Microsoft HoloLens,
Epson Moverio BT-200,
Vuzix STAR 1200XLD
E.g.: Trivisio
ARVision
E.g.: Vuzix iWear VR920
with
iWear CamAR
Possible, but no
clear advantage
E.g.: Canon COASTAR,
Vuzix Wrap 1200DXAR
Optical
See-Through
E.g.: Microvision
Nomad,
DigiLens DL40,
TacEye ST,
Vuzix M2000AR
More on Head Mounted Displays
• Karl Guttag Blog - https://kguttag.com/
HANDHELD AR
Handheld AR
• Camera + display = handheld AR
• Mobile phone/Tablet display
• Video see-through AR
User Perspective Rendering for AR
User-Perspective Hand-Held Display
Handheld display with
device perspective
Handheld display with
user perspective
Image: Domagoj Baričević
Comp4010 lecture3-AR Technology
https://www.youtube.com/watch?v=z0nVgk1OxSc
SPATIALAUGMENTED REALITY
SpatialAugmented Reality
• Project onto irregular surfaces
• Geometric Registration
• Projector blending, High dynamic range
• Book: Bimber, Rasker “Spatial Augmented Reality”
Lightform
• Depth sensor + projector
• Create 3D model of space
• Deform image mapping
• Content creation tools
• https://www.youtube.com/watch?v=AUJNxNkwEy0
Steerable Projector
Image: Claudio Pinhanez, IBM Research
Everywhere Projector Display
A steerable, tracked projector can
display images anywhere
Head Mounted Projector
• NVIS P-50 HMPD
• 1280x1024/eye
• Stereoscopic
• 50 degree FOV
• www.nvis.com
HMD vs.HMPD
Head Mounted Display Head Mounted Projected Display
Tilt5 - https://www.tiltfive.com/
• Stereo head worn projectors
• Interactive wand
• Roll-able retro-reflective sheet
• Designed for shared interaction
• Retroreflective roll-able mat
incident light
diffusion
retro-reflection
reflection
Lambertian reflector
(e.g. unfinished wood) Mirror reflector Retro-reflector
• https://www.youtube.com/watch?v=gNnBX1cW3L4
OTHER AR DISPLAYS
Video MonitorAR
Video
cameras Monitor
Graphics Combiner
Video
Stereo
glasses
Examples
Magic Mirror AR Experience
• See AR overlay of an image of yourself
• https://www.youtube.com/watch?v=Mr71jrkzWq8&t=2s
OtherTypes ofAR Display
• Audio
• spatial sound
• ambient audio
• Tactile
• physical sensation
• Haptic
• virtual touch
Haptic Input
• AR Haptic Workbench
• CSIRO 2003 – Adcock et. al.
Phantom
• SensableTechnologies (www.sensable.com)
• 6 DOF Force Feedback Device
AR Haptic Interface
• Phantom, ARToolKit, Magellan
Olfactory Display
MetaCookie: An olfactory display is
combined with visual augmentation of a
plain cookie to provide the illusion of a
flavored cookie (chocolate, in the inset).
Image: Takuji Narumi
• https://www.youtube.com/watch?v=3GnQE9cCf84
2: AR TRACKING
Comp4010 lecture3-AR Technology
AR RequiresTracking and Registration
• Registration
• Positioning virtual object wrt real world
• Fixing virtual object on real object when view is fixed
• Calibration
• Offline measurements
• Measure camera relative to head mounted display
• Tracking
• Continually locating the user’s viewpoint when view moving
• Position (x,y,z), Orientation (r,p,y)
REGISTRATION AND CALIBRATION
Coordinate Systems
Local object
coordinates
Global world
coordinates
Eye
coordinates
Model transformation
• Track for moving objects,
if there are static objects as well
View transformation
• Track for moving objects,
if there are no static objects
• Track for moving observer
Perspective transformation
• Calibrate offline
• For both camera and display
Spatial Registration
The Registration Problem
• Virtual and Real content must stay properly aligned
• If not:
• Breaks the illusion that the two coexist
• Prevents acceptance of many serious applications
t = 0 seconds t = 0.5 second
Sources of Registration Errors
•Static errors
• Optical distortions (in HMD)
• Mechanical misalignments
• Tracker errors
• Incorrect viewing parameters
•Dynamic errors
• System delays (largest source of error)
• 1 ms delay = 1/3 mm registration error
Reducing Static Errors
•Distortion compensation
• For lens or display distortions
•Manual adjustments
• Have user manually alighn AR andVR content
•View-based or direct measurements
• Have user measure eye position
•Camera calibration (video AR)
• Measuring camera properties
View Based Calibration (Azuma 94)
Uncalibrated Calibrated
The Benefit of Calibration
Dynamic errors
• Total Delay = 50 + 2 + 33 + 17 = 102 ms
• 1 ms delay = 1/3 mm = 33mm error
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
20 Hz = 50ms 500 Hz = 2ms 30 Hz = 33ms 60 Hz = 17ms
Reducing dynamic errors (1)
•Reduce system lag
•Faster components/system modules
•Reduce apparent lag
•Image deflection
•Image warping
Reducing System Lag
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
Faster Tracker Faster CPU Faster GPU Faster Display
ReducingApparent Lag
Tracking
Update
x,y,z
r,p,y
Virtual
Display
Physical
Display
(640x480)
1280 x 960
Last known
position
Virtual
Display
Physical
Display
(640x480)
1280 x 960
Latest position
Tracking Calculate
Viewpoint
Simulation
Render
Scene
Draw to
Display
x,y,z
r,p,y
Application Loop
Reducing dynamic errors (2)
• Match video + graphics input streams (video AR)
• Delay video of real world to match system lag
• User doesn’t notice
• Predictive Tracking
• Inertial sensors helpful
Azuma / Bishop 1994
PredictiveTracking
Time
Position
Past Future
Can predict up to 80 ms in future (Holloway)
Now
PredictiveTracking (Azuma 94)
TRACKING
Frames of Reference
• Word-stabilized
• E.g., billboard or signpost
• Body-stabilized
• E.g., virtual tool-belt
• Screen-stabilized
• Heads-up display
Tracking Requirements
• Augmented Reality Information Display
• World Stabilized
• Body Stabilized
• Head Stabilized
Increasing Tracking
Requirements
Head Stabilized Body Stabilized World Stabilized
Tracking Technologies
§ Active
• Mechanical, Magnetic, Ultrasonic
• GPS, Wifi, cell location
§ Passive
• Inertial sensors (compass, accelerometer, gyro)
• Computer Vision
• Marker based, Natural feature tracking
§ Hybrid Tracking
• Combined sensors (eg Vision + Inertial)
Tracking Types
Magnetic
Tracker
Inertial
Tracker
Ultrasonic
Tracker
Optical
Tracker
Marker-Based
Tracking
Markerless
Tracking
Specialize
dTracking
Edge-Based
Tracking
Template-
BasedTracking
Interest Point
Tracking
Mechanical
Tracker
MechanicalTracker
•Idea: mechanical arms with joint sensors
•++: high accuracy, haptic feedback
•-- : cumbersome, expensive
Microscribe
MagneticTracker
• Idea: coil generates current when moved in
magnetic field. Measuring current gives position
and orientation relative to magnetic source.
• ++: 6DOF, robust
• -- : wired, sensible to metal, noisy, expensive
Flock of Birds (Ascension)
InertialTracker
• Idea: measuring linear and angular orientation rates
(accelerometer/gyroscope)
• ++: no transmitter, cheap, small, high frequency, wireless
• -- : drifts over time, hysteresis effect, only 3DOF
IS300 (Intersense)
Wii Remote
UltrasonicTracker
• Idea: time of Flight or phase-Coherence SoundWaves
• ++: Small, Cheap
• -- : 3DOF, Line of Sight, Low resolution, Affected by
environmental conditons (pressure, temperature)
Ultrasonic
Logitech IS600
Global Positioning System (GPS)
• Created by US in 1978
• Currently 29 satellites
• Satellites send position + time
• GPS Receiver positioning
• 4 satellites need to be visible
• Differential time of arrival
• Triangulation
• Accuracy
• 5-30m+, blocked by weather, buildings etc.
Mobile Sensors
• Inertial compass
• Earth’s magnetic field
• Measures absolute orientation
• Accelerometers
• Measures acceleration about axis
• Used for tilt, relative rotation
• Can drift over time
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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