i3 george papagiannakis mobile crossplatform ar eva/minerva 2014

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EVA/MINERVA 2014, Slide 1 University of Crete & Foundation for Research and Technology - Hellas Mobile, cross-platform, life-size animated virtual characters in indoors and outdoors AR scenes George Papagiannakis, Greasidou Elissavet, Panos Trahanias, Michalis Tsioumas

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Page 1: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 1 University of Crete & Foundation for Research and Technology - Hellas

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Mobile, cross-platform, life-size animated virtual characters in indoors and outdoors AR scenes

George Papagiannakis, Greasidou Elissavet, Panos Trahanias, Michalis Tsioumas

Page 2: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 2 University of Crete & Foundation for Research and Technology - Hellas

Overview • State-of-the-art in mobile AR

•  How many Realities?

•  Presence?

•  Our previous AR systems for cultural heritage

• Current motivation and research questions • Methodology • Results & Conclusions

Page 3: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 3 University of Crete & Foundation for Research and Technology - Hellas

How many Realities? Mixed Reality = AR + VR and AV, CR, IR, HR…

The Mixed Reality (MR) Continuum [Milgram99] [Azuma01]

MR Reality-Virtuality Continuum

Extent of World KnowledgeWorld

UnmodeledWorld Fully

Modeled

Real Environment

Virtual Environment

AR VR

AR-VR: Papagiannakis, G., Schertenleib, S., O'Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D.,. 2005. Mixing Virtual and Real scenes in the site of ancient Pompeii. Computer Animation and Virtual Worlds, John Wiley and Sons Ltd 16, 1, 11–24. Cross-Reality (CR): Davies, C.J., Miller, A., and Allison, C. 2012. Virtual Time Windows: Applying cross reality to cultural heritage. Proceedings of the Postgraduate Conference on the Convergence of Networking and Telecomunications, ISBN: 978-1-902560-26-7. Hybrid-Reality (HR): Reda, K., Febretti, A., Knoll, A., et al. 2013. Visualizing Large, Heterogeneous Data in Hybrid-Reality Environments. Computer Graphics and Applications, IEEE 33, 4, 38–48. Indirect Reality (IR): Wither, J., Tsai, Y.-T., and Azuma, R. 2011. Indirect augmented reality. Computers & Graphics 35, 4, 810–822.

CR-IR

HR AV

Page 4: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 4 University of Crete & Foundation for Research and Technology - Hellas

State-of-the-art and recent advances in AR •  Latest research surveys in the field ①  Presence and Interaction in Mixed Reality Environments by Egges et al 2007

②  A survey of mobile and wireless technologies for AR Papagiannakis et al 2008

③  AR technologies, systems and applications by Carmizziani et al 2011

④  AR in built environment: Classification and implications Wang et al 2013

⑤  Mobile AR survey: a bottom-up approach Huang et al 2013

⑥  Kick-starter camera tracking projects and novel glasses: Meta-View, Occipital, Atheerlabs, PrimeSense Capri, Google™glasses and recent Samsung, Apple, Microsoft patents on AR glasses

Page 5: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 5 University of Crete & Foundation for Research and Technology - Hellas

What is Presence •  “Immersive virtual environments can break the deep, everyday connection between

where our senses tell us we are and where we are actually located and whom we are with”.

•  Typically, the visual fidelity of a VE display is low compared with physical reality.

•  The concept of ‘presence’ refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays [Sanchez-Vives05].

•  Another approach is that the sense of ‘being there’ in a VE is grounded on the ability to ‘do’ there [Sanchez-Vives05] and recently extended to MR [Egges07].

Sanchez-Vives M., and Slater, M., “From presence to consciousness through virtual reality”. Nature Reviews Neuroscience (2005) vol. 6 (4) pp. pp. 332-339 Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities”, The Visual Computer, Springer-Verlag, Volume 23, Number 5, May 2007

Page 6: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 6 University of Crete & Foundation for Research and Technology - Hellas

The importance of Tracking •  Tracking is the basic enabling technology for Augmented Reality •  Without accurate tracking you can’t generate the merged real-virtual

environment •  Tracking is significantly more difficult in AR than in Virtual Environments

generate VR

track camera

Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes in the site of ancient Pompeii”, Journal of Computer Animation and Virtual Worlds, pp. 11-24, vol. 16, issue 1, John Wiley and Sons Ltd, February 2005

Page 7: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 7 University of Crete & Foundation for Research and Technology - Hellas

2. MOBILE AR CULTURAL HERITAGE GUIDE ON A SINGLE LAPTOP���

Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Arevalo-Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes in the site of ancient Pompeii”, Computer Animation and Virtual Worlds, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, February 2005.

Papagiannakis, G., Magnenat-Thalmann, N., “Mobile Augmented Heritage: Enabling Human Life in ancient Pompeii”, International Journal of Architectural Computing, Multi-Science Publishing, July 2007, issue 02, volume 05, pp.395-415, 2007.

Page 8: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 9 University of Crete & Foundation for Research and Technology - Hellas

3. AR PRESENCE AND INTERACTION BASED ON A SINGLE MOBILE WORKSTATION ���

Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities“, The Visual Computer, Springer-Verlag, Volume 23, Number 5, May, 2007.

Page 9: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 11 University of Crete & Foundation for Research and Technology - Hellas

4. AR SELF ADAPTIVE ANIMATION ON A UMPC���

Chaudhuri, P., Papagiannakis, G., Magnenat-Thalmann, N., “Self adaptive animation based on user perspective”, The Visual Computer, Springer-Verlag, 24(7-9), pp. 525-533,July 2008

Page 10: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 15 University of Crete & Foundation for Research and Technology - Hellas

Motivation: Research question I

• Limitations of CG linear algebra representations •  Points, lines, areas, vector products

•  E.g. cross product not defined in 3D

• CG scientists apply several fixes: •  Separate data structures (e.g. quaternions)

•  Different combinational programming procedures (line-sphere-triangle-plane intersections)

•  Is there an alternative?

Page 11: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 16 University of Crete & Foundation for Research and Technology - Hellas

Motivation: Research question II •  In [Kavan et al. 2008] dual quaternions were employed for geometrical

skinning (but not for animation).

•  In [Chaudhuri et al. 2008] we employed them for animation blending

•  Dual quaternions: •  where qε and q0 are real quaternions and ε is the dual number where ε2 = 0 . This looks

just like Clifford’s biquaternion q + ωr where ω2 = 0 [Clifford 1873]. •  In our recent geometric algebra (GA) [Papagiannakis 2013] framework we

replaced quaternions with GA: •  Character animation blending

•  Drop-in, efficient replacement

of existing quaternion spherical interpolation methods

•  Can this GA framework be employed in modern ARM architectures for mobile AR?

q̂ = q1,q2,q3,q4( )+ε q01,q02,q03,q04( ) = q0 +εqε

[Clifford 1873] CLIFFORD, W.K. 1873. A preliminary sketch of biquaternions. Proc. London Math. Soc. 4:381–395 [Kavan 2008] KAVAN, L., COLLINS, S., ZARA, J., AND CO'SULLIVAN. 2008. Geometric skinning with approximate dual quaternion blending. ACM Transactions on Graphics. [Chaudhuri 2008] CHAUDHURI, P., PAPAGIANNAKIS, G., AND MAGNENAT-THALMANN, N. 2008. Self Adaptive Animation based on User Perspective. The Visual Computer, Springer-Verlag 24, 7-9, 525–533. [Papagiannakis 2013] PAPAGIANNAKIS, G. 2013. Geometric algebra rotors for skinned character animation blending. Technical Brief, ACM SIGGRAPH ASIA 2013, Hong Kong, November 2013, 1–6.

Page 12: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 19 University of Crete & Foundation for Research and Technology - Hellas

Contribution: Main novelties •  Use of GA for encoding

orientations, for mobile AR devices (ARM architecture)

•  The GA rotors e(φ I*α/2n) can convert any axis α (not only at the origin) into a rotational operator. •  Quaternions can be used only on

other quaternions.

•  GA rotors are universal operators capable of rotating other subspaces: lines, planes, and volumes as first class operators.

Page 13: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 20 University of Crete & Foundation for Research and Technology - Hellas

Results on mobile AR

Page 14: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 21 University of Crete & Foundation for Research and Technology - Hellas

glGA Framework: architecture I

21

glGA

Utilities

glGARigMesh

PlatformWrapper

glGAMesh

glGAHelper Application

Init

Display

Windows Mac Linux IOS

Platforms

ImageMagick

AntTweakBar

GLFW

GLEW

Assimp

GLM

External Libraries

Textures 3D Models Shader Programs

Resources

Page 15: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 24 University of Crete & Foundation for Research and Technology - Hellas

Future Work • Finalize the Roman Forum virtual characters according to

archaeologists •  fully subsume existing different algebras (linear algebra, (dual)

quaternion) under a single representation in a GA algebraic framework,

•  including translation and scaling transformations

• Employ GA rotors for real-time gesture tracking and area light rotation and rendering

Page 16: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 25 University of Crete & Foundation for Research and Technology - Hellas

Computer graphics modelling, animation and rendering technology tools demo, Whiskytree.com, ACM SIGGRAPH 2013

Presence or Realism for digital heritage?

Page 17: I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

EVA/MINERVA 2014, Slide 26 University of Crete & Foundation for Research and Technology - Hellas

Thank you!