3. FRIENDLY REMINDER :)
Please silent your phone.
Toilet? You can always go to the toilet.
Keep quiet and talk when it’s necessary only
4. THE INSTRUCTOR
Student from Faculty of Computing
Computer Graphic and Multimedia Software
Email : skhatijah8@live.utm.my / esyaismyname@gmail.com /
mentollife@gmail.com
5. PART 1 - INTRODUCTION TO
AUGMENTED REALITY (AR)
6. REAL VS VIRTUAL REALITY
Real environment – we are in a real
environment
Virtual Environment –completely immerse
a user inside a synthetic environment
8. AUGMENTED REALITY
AR – refer to interfaces which 2D or 3D computer graphics – superimposed over real object,
typically viewed using head-mounted 0r handheld displays (Azuma, 1997).
1.
Combines real and virtual
2.
Interactive in real time
3.
Registered in 3-D
15. AR TOOLS
Open source resource = AR ToolKit, licensed AR Toolworks (commercial),
Designer's AR Toolkit
Stand alone application for iPhone or Android - metaio Unifeye, Total Immersion
D'Fusion, Seac02, Qualcomm, Wikitude API, Silverlight AR Toolkit and others.
For mobile AR, and if you are interested in publishing content within a larger
ecosystem (for fun or for profit), there are hosted (cloud-based) platforms - Layar,
Mobilizy's Wikitude WorldBrowser and junaio.
AR Extension – Vuforia / Metaio (plug in for Unity3d)
Web Based - FLAR toolkit
17. BASIC AR
Two approaches – Vision Based, location-based
Vision Based – (Marker, QR Codes, Real object) software recognize a particular pattern, and overlaying
a digital image at the point on the screen.
Location based – (GPS, Compass) - use ability of
particular device to record its position in the world and
then offer data that’s relevant to the location.
22. ARTOOLKIT - HISTORY
ARToolKit – Developed by Dr. Hirokazu Kato and Prof Mark Billinghurst - Human
Interface Technology Laboratory (HIT Lab) at the University of Washington, HIT
Lab NZ at the University of Canterbury, New Zealand, and ARToolworks, Inc,
Seattle.
http://www.hitl.washington.edu/artoolkit/
23. ARTOOLKIT - INTRODUCTION
uses computer vision techniques to calculate the real camera position and
orientation relative to marked cards, allowing the programmer to overlay virtual
objects onto these cards.
multi-platform – Windows, Mac, Linux
supports both video and optical see-through augmented reality
Use C or C++ as the programming languages
24. ARTOOLKIT - FEATURES
Single camera position/orientation tracking.
Tracking code that uses simple black squares.
The ability to use any square marker patterns.
Easy camera calibration code.
Fast enough for real time AR applications.
SGI IRIX, Linux, MacOS and Windows OS distributions.
Distributed with complete source code.
More information: http://www.hitl.washington.edu/artoolkit/documentation/features.htm
25. ARTOOLKIT - REQUIREMENT
Development Requirement – Microsoft Visual Studio 6 or later and Microsoft
Visual Studio .NET 2003 or later or Cygwin
DSVideoLib-0.0.8b-win32 - to handle communication with the camera driver.
Included with ARToolKit downloads. (will distribute it later).
GLUT Runtime & SDK (glut32.dll, glut.h, glut32.lib)
DirectX Runtime
Video Input device (Camera/video input)
Optional (VRML Renderer)
35. MARKER
Can always use custom marker , but make sure that marker has border.
(Remember ARToolKit features?)
The best patterns are those that are asymmetric and do not have fine detail on
them.
To create a new template pattern, first print out the file blankPatt.gif found in the
patterns directory. This is just a black square with an empty white square in the
middle. Then create a black and white or color image of the desired pattern that
fits in the middle of this square and print it out.
36. INCORPORATING CUSTOM MARKERS
INTO ARTOOLKIT
1. Copy pattern file into the ARToolKitBinData directory – pattern file are access
in this directory/
2. Open object_data_vrml file in the ARToolKitbinData using notepad.
37. INCORPORATING CUSTOM MARKERS
INTO ARTOOLKIT
Supported Model
- Obj
- WRL // for VRML
Please convert your
3D model to WRL or
OBJ if the format are
.3ds, .stl, .max etc.
Object name
Pattern Recognition File
Width of tracking marker
38. INCORPORATING CUSTOM 3D MODELS
INTO ARTOOLKIT
export the model or animation into a .WRL file.
If using textures for your model, have the path of the texture set to
“./textures/nameOfTexture.gif”.
IMPORTANT! - ARToolKit only supports .GIF formats
Once you have the 3D model exported, copy it into the ARToolKitbinWrl
directory
39. INCORPORATING CUSTOM 3D MODELS
INTO ARTOOLKIT
create a .dat file that is required from the toolkit
.dat file you will specify the model file and the translation, rotation, and scale
parameters.
create the .dat file, right click any empty space in the ARToolKitbinWrl directory.
Select New Text Document when the menu appears. Rename this document file
to nameOfModel.dat.
40. INCORPORATING CUSTOM 3D MODELS
INTO ARTOOLKIT
In this example we will use snoman.dat
(X,Y,Z) – can change the object
transformation
Translation
Rotation
Scale
Now save! Make sure to save it at .dat
41. INCORPORATING CUSTOM 3D MODELS
INTO ARTOOLKIT
VRML Demo
Run SimpleVRML.exe
Your should now display your custom
marker!