Computer-vision-based registration techniques for augmented reality (original) (raw)

Confluence of computer vision and interactive graphics for augmented reality

1997

Augmented reality (AR) is a technology in which a user's view of the real world is enhanced or augmented with additional information generated from a computer model. Using AR technology, users can interact with a combination of real and virtual objects in a natural way. This paradigm constitutes the core of a very promising new technology for many applications. However, before it can be applied successfully, AR has to fulfill very strong requirements including precise calibration, registration and tracking of sensors and objects in the scene, as well as a detailed overall understanding of the scene.

Confluence of Computer Vision and Interactrive Graphics for Augmented Reality

Teleoperators and Virtual Environments, 1997

Augmented reality (AR) is a technology in which a user's view of the real world is enhanced or augmented with additional information generated from a computer model. Using AR technology, users can interact with a combination of real and virtual objects in a natural way. This paradigm constitutes the core of a very promising new technology for many applications. However, before it can be applied successfully, AR has to fulfill very strong requirements including precise calibration, registration and tracking of sensors and objects in the scene, as well as a detailed overall understanding of the scene.

Augmented Reality: A Problem in Need of Many Computer Vision-Based Solutions

Confluence of Computer Vision and Computer Graphics, 2000

Augmented reality (AR) is a technology by which a user's view of the real world is augmented with additional information from a computer model. It constitutes a very promising new user interface concept for many applications. Yet, AR applications require fast and accurate solutions to several very complex problems, such as user and real object tracking, occlusion and reflection handling, as well as virtual user motion. Currently, computer vision based solutions are considered to be among the most promising approaches towards solving these issues. This paper discusses several such AR issues and potential solutions.

Integrating a Head-mounted Display with a Mobile Device for Real-time Augmented Reality Purposes

2021

Following the current technological growth and subsequent needs felt by industries, new processes should be adopted to make tasks simpler. Using Augmented Reality in conjunction with other technologies, it is possible to develop innovative solutions that aim to alleviate the difficulty of certain processes in the industry, or to reduce the time of their execution. This article addresses one of the possible applications of new technologies in the industry, using devices that allow the use of Augmented Reality without requiring much or no physical interaction by workers or causing many distractions, thus giving relevant information to the work to be performed without interfering with the quality of it. It will focus, more precisely, on integrating the Head-Mounted Display Moverio BT-35E with a mobile device and in describing the needed configurations for preparing this device to show information to warehouse operators, using Augmented Reality, provided by a software that runs on a cap...

Vision-based Registration for Augmented Reality - A Short Survey

IEEE International Conference on Signal and Image Processing Applications (ICSIPA), 2015

The purpose of this paper is to explore some existing techniques in vision-based registration for Augmented Reality (AR) and present them collectively. AR is a branch of computer vision which generally overlays Virtual Objects (VOs) on actual images of real-world scenes in order to provide additional information about the scene to the user. Due to its wide range of applications in the fields of medical, robotics and automotive, geographic and remote sensing, military and aerospace, it has gained high demand. In any AR system, registration is the key to make the augmented scene appearing natural. Registration process must avoid occlusion of VOs and objects in the real world and align the VOs precisely. Optics-based and video-based are two well-known industrial AR systems. Researchers show that even with a single camera model registration for an AR is plausible but, VOs may be registered in front of real-world objects. It is because the registration process lacks depth information of the scene. However, employing stereo vision system and utilizing available natural features in a real-world scene and set of arbitrary multiple planes one can improve accuracy of VO registration. Thus, an AR system becomes robust if it is devised with algorithms to extract and track natural features in real-time.

Augmented reality: An application of heads-up display technology to manual manufacturing processes

… 1992. Proceedings of the Twenty-Fifth …, 1992

We describe the design and prototyping steps we have taken toward the implementation of a heads-up, see-through, head-mounted display (HUDSET). Combined with head position sensing and a real world registration system, this technology allows a computer-produced diagram to be superimposed and stabilized on a specific position on a real-world object. Successful development of the HUDset technology will enable cost reductions and efficiency improvements in many of the human-involved operations in aircraft manufacturing, by eliminating templates, formboard diagrams, and other masking devices.

Registration Using Natural Features for Augmented Reality Systems

IEEE Transactions on Visualization and Computer Graphics, 2006

Registration is one of the most difficult problems in augmented reality (AR) systems. In this paper, a simple registration method using natural features based on the projective reconstruction technique is proposed. This method consists of two steps: embedding and rendering. Embedding involves specifying four points to build the world coordinate system on which a virtual object will be superimposed. In rendering, the Kanade-Lucas-Tomasi (KLT) feature tracker is used to track the natural feature correspondences in the live video. The natural features that have been tracked are used to estimate the corresponding projective matrix in the image sequence. Next, the projective reconstruction technique is used to transfer the four specified points to compute the registration matrix for augmentation. This paper also proposes a robust method for estimating the projective matrix, where the natural features that have been tracked are normalized (translation and scaling) and used as the input data. The estimated projective matrix will be used as an initial estimate for a nonlinear optimization method that minimizes the actual residual errors based on the Levenberg-Marquardt (LM) minimization method, thus making the results more robust and stable. The proposed registration method has three major advantages: 1) It is simple, as no predefined fiducials or markers are used for registration for either indoor and outdoor AR applications. 2) It is robust, because it remains effective as long as at least six natural features are tracked during the entire augmentation, and the existence of the corresponding projective matrices in the live video is guaranteed. Meanwhile, the robust method to estimate the projective matrix can obtain stable results even when there are some outliers during the tracking process.

Temporal Registration using a Kalman Filter for Augmented Reality Applications

Augmented Reality uses see-through head-mounted displays to superimpose synthetically generated information on a three-dimensional scene. Information is rendered in alignment with physical objects to enhance the user's ability to perceive and interact with the world. A significant technical challenge related to Augmented Reality is determining the transformation that will correctly align the synthetic data with corresponding physical objects. This is made more difficult by the fact that the user and the scene may be in motion. Alignment must be both stable and accurate in order to produce the "illusion" that synthetic objects are an integral part of the environment. This paper presents a tracking algorithm capable of computing the three-dimensional pose of objects with respect to a headmounted camera as they are moved in the scene. Using the fixed transform from the headmounted camera and the see-through device, information can then be displayed in alignment with the current view of the object being tracked. In contrast to approaches that solve for the absolute position of the viewer within a fixed geometry , this object-centered approach to Augmented Reality models motion of both the object and the camerasdisplay system mounted on the user's head using a single transformation involving six parameters.

Simple measurement and annotation technique of real objects in augmented reality environments

2013

The paper describes a technique that allows measuring and annotating real objects in an Augmented Reality (AR) environment. The technique is based on the marker tracking, and aims at enabling the user to define the three-dimensional position of points, within the AR scene, by selecting them directly on the video stream. The technique consists in projecting the points, which are directly selected on the monitor, on a virtual plane defined according to the bi-dimensional marker, which is used for the tracking. This plane can be seen as a virtual depth cue that helps the user to place these points in the desired position. The user can also move this virtual plane to place points within the whole 3D scene. By using this technique, the user can place virtual points around a real object with the aim of taking some measurements of the object, by calculating the minimum distance between the points, or in order to put some annotations on the object. Up to date, these kinds of activities can be carried out by using more complex systems or it is needed to know the shape of the real object a priori. The paper describes the functioning principles of the proposed technique and discusses the results of a testing session carried out with users to evaluate the overall precision and accuracy.