AVR - Unit-1 Notes
AVR - Unit-1 Notes
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that
reside in the real world are enhanced by computer-generated perceptual information.
AR can be defined as a system that fulfills three basic features: a combination of real and virtual worlds,
real-time interaction, and accurate 3D registration of virtual and real objects.
Augmented reality (AR) today is a little like the World Wide Web in the mid ’90s.
AR is about using a portable device, such as a smartphone, to add a few extra details to what we see.
Examples include Google Glass and Pokémon Go, both of which received lots of hype — some positive
and some extremely negative — but have since joined the annals of yesterday’s tech fads. Currently the
most popular applications of AR are on Snapchat, where selfie lovers use smart filters to decorate and
animate photos on the fly.
Currently, augmented reality jobs offer the greatest opportunities for creative professionals. This reflects
the broader user base for AR technology, although virtual reality jobs are also growing at a fast rate.
Most of the augmented reality jobs available today are best described as existing job titles with an AR
descriptor. Common positions include:
o AR/VR content developer
o AR/VR content strategist
o AR/VR user experience designer
o Designer, animator, or sound artist specializing in AR & VR
o AR/VR community manager
o AR/VR project manager
A Brief History of Augmented Reality:
The system allowed military personnel to virtually control and guide machinery to perform tasks like
training their US Air Force pilots on safer flying practices.
1994: Julie Martin, a writer and producer, brought augmented reality to the entertainment industry
for the first time with the theater production titled Dancing in Cyberspace.
The show featured acrobats dancing alongside projected virtual objects on the physical stage.
1998: Sportsvision broadcasts the first live NFL game with the virtual 1st & Ten graphic system –
aka the yellow yard marker. The technology displays a yellow line overlayed on top of the feed to
that views can quickly see where the team just advance to get a first down.
This system is still used today, although admittedly more advanced than it was in the late ‘90s.
Viewers have become accustomed to the yellow line marker and other additional graphics – most
don’t even know that this is a form of AR technology. https://www.youtube.com/watch?
v=1Oqm6eO6deU
1999: NASA created a hybrid synthetic vision system of their X-38 spacecraft. The system
leveraged AR technology to assist in providing better navigation during their test flights.
The augmented reality component displayed map data right on the pilot’s screen.
Augmented reality in the 2000s & today:
2000: Hirokazu Kato developed an open-source software library called the ARToolKit. This
package helps other developers build augmented reality software programs. The library uses video
tracking to overlay virtual graphics on top of the real world.
2003: Sportvision enhanced the 1st & Ten graphic to include the feature on the new Skycam system
– providing viewers with an aerial shot of the field with graphics overlaid on top of it.
2009: Esquire Magazine used augmented reality in print media for the first time in an attempt to
make the pages come alive. https://www.youtube.com/watch?v=wp2z36kKn0s
When readers scanned the cover, the augmented reality equipped magazine featured Robert Downey
Jr. speaking to readers.
2013: Volkswagen debuted the MARTA app (Mobile Augmented Reality Technical Assistance)
which primarily gave technicians step-by-step repair instructions within the service manual.
This adaptation of AR technology was groundbreaking, as it could and would be applied to many
different industries to align and streamline processes.
https://www.youtube.com/watch?v=H7RzyjNJH6c
2014: Google unveiled its Google Glass devices, a pair of augmented reality glasses that users could
wear for immersive experiences.
Users wore the AR tech and communicated with the Internet via natural language processing
commands. With this device, users could access a variety of applications like Google Maps,
Google+, Gmail, and more.
2016: Microsoft starts shipping its version of wearable AR technology called the HoloLens, which is
more advanced than the Google Glass, but came with a hefty price tag. It’s definitely not an
everyday type of accessory. https://www.youtube.com/watch?v=4p0BDw4VHNo
The headset runs on Windows 10 and is essentially a wearable computer. It also allows users to scan
their surroundings and create their own AR experiences.
2017: IKEA released its augmented reality app called IKEA Place that changed the retail industry
forever. https://www.youtube.com/watch?v=UudV1VdFtuQ
The app allows customers to virtually preview their home decor options before actually making a
purchase.
In current situation, as we become increasingly dependent on our mobile devices, the adoption of
augmented reality technology will begin to rise. AR software advances will be the way forward as
the overwhelming majority of consumers have a smartphone and already take it everywhere with
them, making it a convenient medium to bring AR to nearly every consumer.
The truth is, augmented reality is already used by everyday consumers – they just don’t know it.
The Snapchat dog filter and others are powered by AR. The biggest shift in augmented reality will
have to be how its delivered to change the perception.
Wearable tech is slowly becoming the norm and, as this trend continues, people might be more
receptive to AR hardware.
Examples:
Medical Training: From operating MRI equipment to performing complex surgeries, AR tech holds the
potential to boost the depth and effectiveness of medical training in many areas.
Retail: In today's physical retail environment, shoppers are using their smartphones more than ever to
compare prices or look up additional information on products they're browsing. World famous
motorcycle brand Harley Davidson is one great instance of a brand making the most of this trend, by
developing an AR app that shoppers can use in-store. Users can view a motorcycle they might be
interesting in buying in the showroom and customize it using the app to see which colors and features
they might like.
Architectural Design & Modeling: From interior design to architecture and construction, AR is
helping professionals visualize their final products during the creative process. Use of headsets enables
architects, engineers, and design professionals’ step directly into their buildings and spaces to see how
their designs might look, and even make virtual on the spot changes. Urban planners can even model
how entire city layouts might look using AR headset visualization. Any design or modeling jobs that
involve spatial relationships are a perfect use case for AR tech.
Since we already know that the blend of directed-perception (from physical world) and computer-
mediated perception needs to be in the real-time in order to provide a great AR experience.
Sensors connect the physical world to the computer-mediated box. It can be a camera,
accelerometer, GPS, compass, or microphone. So, sensors make the first building-block of AR
architecture.
Sensors can be classified into two categories:
o The one measuring a physical property of the environment that is not applicable to a human
sense. e.g., Geo-location.
o The ones capturing a physical property, directly detectable by human sensing capabilities. e.g.,
Camera.
The next building block is Context-analyzer. It analyzes the data produced by sensors. This
component may have two functions:
o To recognize that the conditions are met, like a face detection by the camera, or GPS position of
user in a certain range.
o To recognize and track this condition, like computing the 3D position of detected face.
General solution for calculating geometric & illumination consistency in the augmented
environment:
Broadly, VR can be classified based on its type of immersion and the type of device you intend to
use.
Based on Type of Immersion, VR can be categorized broadly as:
1. 360 Degree Media and
2. Computer Generated 3D VR (CG3D VR)
360 Degree Media: These are basically 360 Degree Camera-shot images or videos or rendered
scenes or images in 3D. Camera shot 360 media enable you to experience or see a real-life place or
scenario shot using a 360-degree camera. While a Rendered 360 Image or a video lets people
experience images and scenes that were computer generated using any 3D application.
Computer Generated 3D VR: This is completely 3D immersive VR where you build a 3D space
for the user to explore and interact with.
Computer Generated 3D VR.
Primary features or factors that help to create a complete virtual reality experience:
Immersion: as explained above is the trick to get our brain to visualize itself in an environment that
it is not currently in.
Teleportation: is the ability of moving across various environments without having the need to
leave your premise. Virtual Reality allows you to change your physical surrounding without moving
even an inch from your position.
Interaction: when one is able to interact with this new environment that one is looking at, the power
of the immersion amplifies into making the belief of this Virtual Reality to be an actual Reality more
concrete.
Presence: is the ability to feel that one is actually at the place that one sees one is in.
Sensory feedback: It is easy to break the illusion of Virtual Reality if our brain sees something, but
our other senses reject that notion and rebel against it. But then our senses complement to the visual
feedback that it is receiving, it creates an absolute Virtual Reality.
Field of View
FPS: Frame rate or Frames per second is the frequency (rate) at which consecutive images called
frames appear on a display. Displaying frames in quick succession creates the illusion of motion. i.e.,
more the frames smoother the motion.
Transform: Transform is used to place the bodies correctly in the world and calculate how they
should appear on displays. It consists of Position (Translation) & Rotation (Orientation) of the object
with reference to the given coordinate system. In may also include the scale of the object in virtual
world.
DOF: Degrees of Freedom is the number of independently variable factors which can affects the
transform of an object. Ex: Desktop Mouse Movement - 2DOF.
Degree of Freedom of a VR setup depends on different sensors (only rotational tracking or positional
tracking) used in setup.
Head Rotation - Where I am looking - 3DOF Object Movement in space - Where I am - 3DOF
Object Movement + Rotation in space - 6DOF.
Rotational Degree of Freedom are identified by amount of rotation across Pitch, Yaw & Roll axis.
Axes indicating Degrees of Freedom.
Latency: Latency is a time interval between the stimulation and response, or, from a more general
point of view, a time delay between the cause and the effect of some physical change in the system
being observed. VR and neuroscience experts have found through user studies that a latency greater
than 20ms causes motion sickness and discomfort and have projected that it may be necessary to
reduce it to 15ms or even 7ms to fully eliminate them.
The direct perception of latency varies wildly among people. Even when it is not perceptible, it has
been one of the main contributors to VR sickness. Adaptation causes great difficulty because people
can adjust to a constant amount of latency through long exposure; returning to the real world might
be difficult in this case. For a period of time, most of real world may not appear to be stationary.
Foveated imaging: Foveated imaging is a digital image processing technique in which the image
resolution, or amount of detail, varies across the image according to one or more fixation points. A
fixation point indicates the highest resolution region of the image and corresponds to the center of
the eye's retina, the fovea.
In VR, Foveated rendering is a technique used for performance optimization. It will be more
effective with eye tracking sensors. In absence of eye tracking, Fixed Foveated Rendering (FFR) is a
technology that allows the edges of the eye texture to be rendered at a lower resolution than the
center. The effect, which is nearly imperceptible, lowers the fidelity of the scene in the viewer's
peripheral vision. Because fewer total pixels need to be shaded, FFR can produce a significant
improvement in GPU fill performance.
ATW: Timewarp / Time warping also known as Reprojection is a technique in VR (which was long
known as post rendering image warp) that warps the rendered image before sending it to the display
to correct for the head movement occurred after the rendering. Executing timewarp operation
asynchronously in a separate thread is considered as Asynchronous Time Warp (ATW). In VR,
this technique is also used to generate intermediate frames in situations when the game can’t
maintain frame rate, helping to reduce judder.
Also, in case a prediction is used for generating the frames, time warp is used as a last-moment
adjustment to overcome prediction errors.
ASW: Asynchronous Space Warp (ASW) is a frame-rate smoothing technique that almost halves
the CPU/GPU time required to produce nearly the same output from the same content. ATW is
limited for Rotational TW. Whereas, ASW applies animation detection, camera translation, and head
translation to previous frames in order to predict the next frame. As a result, motion is smoothed, and
applications can run on lower performance hardware.
Unreal Engine: Unreal engine, known for its superior Graphics quality and easy to use Visual -
Node based Editor (Blueprint), which allows you to create great experiences without having to write
a single line of code.
Godot Engine: Godot is the most powerful Open-Source Game engine. Heavily customizable, light
and packed with all kinds of features.
WebVR: WebVR is an open specification that makes it possible to experience VR in your browser.
Their goal is to make it easier for everyone to get into VR experiences, no matter what device you
have. Being over the browser, it works with almost any device.
Scapic: Scapic is a really amazing online platform which you can use to create and prototype VR
scenes and experiences easily. You can easily make complete VR Experiences in minutes.
Lumberyard: Offered by Amazon. If you are looking for a VR game engine that offers you the full
convenience of developing games, this should be the one. It is comparatively a new entry in this
segment, and it is free with full source. This also means that one can tweak the engine if felt
necessary. This could be an excellent platform for developing online games and don’t need to worry
about hosting a robust game.
CRYENGINE: Another open-source game engine developed by Crytek. CRYENGINE has a proud
legacy of pushing new technologies, and early Oculus Rift demos like "Back to Dinosaur Island" are
inspiring developers around the globe to create new, mind-blowing experiences for gamers.
End of Unit-1