virtual reality: an introduction
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Virtual Reality: An Introduction
Rodrigo Luis de Souza da Silva
LNCC/MCT - UFRJ/COPPE - UNESA
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Contents� What is Virtual Reality� Types of VR� VR Devices� VR Applications� LNCC Projects
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What is Virtual Reality� “Virtual Reality is a way for humans to
visualize, manipulate and interact withcomputers and extremely complexdata”In “The Silicon Mirage: The Art and Science of Virtual Reality” (SteveAukstakalnis & David Blatner)
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Types of VR� Immersive
� (mouse, keyboard, screen, microphone etc)
� Non-immersive� (HMD, Dataglove, 3D Mouse etc)
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VR Devices� HMD (Head Mounted Display)
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VR Devices� Shutter Glasses
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VR Devices� Data Glove and 3D Joystick
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VR Devices� Immersa Desk
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VR Devices� Cave & Infinity Wall
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Applications� Building Sector
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Applications� Medicine
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Applications� Arts
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Applications� Government
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Applications� Training
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Applications� Engineering
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Applications� Scientific Data
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Applications� Distribuited
Conferencing & Virtual Meeting
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Applications� Distributed Engineering
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LNCC Projects� Scientific Visualization� Low-cost Collaboration through CAVE� VR applied in Hemodynamics
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Realidade AumentadaIntrodução
Rodrigo Luis de Souza da Silva
LNCC/MCT - UFRJ/COPPE - UNESA
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Tópicos da Apresentação� O que é Realidade Aumentada� Motivação� Componentes� Display Technologies� Problemas� AR vs. VE� Bibliotecas� ARToolKit� Onde melhorar...� Bibliografia
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O que é Realidade Aumentada
� Variação da Realidade Virtual Convencional
� Combina objetos do mundo real com objetos do mundo virtual
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O que é Realidade Aumentada
� Interatividade em tempo real
� Meio termo entre telepresença e ambientes colaborativos
� 3D - Registration
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Motivação
� Amplia a percepção do usuário
� Habilidade de mostrar ao usuário informaçõesque não estão presentes realmente
� Auxilia usuários a realizar tarefas reais
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Principais componentes de um sistema de Realidade Aumentada� Gerador de cena� Sistema de Tracking� Display
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Display technologieso Optical–See-Trougho Video-See-Trougho Monitor-Based ARo Projector-Based AR
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Display technologiesHead-Mounted Display - Optical-See-Trough
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Display technologiesVirtual Retinal Systems - Optical-See-Trough
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Display technologiesHead-Mounted Display - Video-See-Trough
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Optical see-through vs. Video see-through
� Vantagens do Optical see-through�Simplicidade (um stream e sem distorções)�Resolução (não altera mundo real)�Segurança (falha no sistema)�Ausência de offset (eye-position)
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Optical see-through vs. Video see-through
� Vantagens do Video see-through�Estratégias de composição mais fáceis�Campo de visão (distorções a distância)�Tratamento de delays facilitado�Mais possibilidades de registro (3D)�Controle do brilho e contraste facilitado
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Display technologiesMonitor-based
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Projector Based ARDisplay technologies
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AR vs. VE
� Gerador da cena
� Display
� Dispositivos de Tracking (Registration)
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Problemas da Realidade Aumentada
� Foco e contraste
� Portabilidade
� Registration
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Registration Problem� Distorção da câmera� Erros de Tracking� Parâmetros incorretos de visão (Calibração da
câmera)� Erros dinâmicos
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Bibliotecas� ARToolkit� Intel OpenCV� Intel IPL� Studierstube
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ARToolKit� Biblioteca pública
(Código Aberto)
� Capacidade de calcular posicionamento e orientação da câmera
� Objetos virtuais são projetados sobre os marcadores
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ARToolkit – Como funciona?1. Captura de vídeo pela câmera2. Software procura por formas “quadradas” em cada frame3. Se o quadrado for encontrado, software calcula matematicamente
a posição da câmera em relação ao mesmo4. Uma vez encontrada a posição da câmera, um modelo gráfico é
renderizado na posição equivalente5. Por estar sendo renderizado sobre o vídeo, temos a impressão
do objeto estar sobre o marcador6. Após calculada, a saída é gerada no display do usuário.
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ARToolkit
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ARToolKit - Examples
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ARToolKit - Examples
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ARToolKit - Examples
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ARToolKit - Examples
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ARToolKit - Examples
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Onde pode melhorar...
� Abordagens Híbridas� Sistemas em tempo real� Portabilidade� Custo
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Bibliografia� AZUMA, R. T. A Survey of Augmented Reality. Presence: Teleoperators and Virtual
Environments 6, 4 (August 1997), 355 - 385. Earlier version appeared in CourseNotes #9: Developing Advanced Virtual Reality Applications, ACM SIGGRAPH (LosAngeles, CA, 6-11 August 1995), 20-1 to 20-38.
� TUCERYAN, M. et al. Calibration Requirements and Procedures for a Monitor-BasedAugmented Reality System (1995). IEEE Transactions on Visualization andComputer Graphics.
� RASKAR, R. LOW, K. Interacting with Spatially Augmented Reality. ACM Afrigraph, 2001.
� SCHWANN, G. Physically Based Animation in an Augmented Reality Environment. CESCG, 2001.