Computer Graphics for Virtual  
and Augmented Reality  
Lecture 06 – Introduction to  
Augmented Reality  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
What is Augmented Reality?  
•
From Reality to Virtual Reality:  
Mixed Reality  
Real  
World  
Augmented  
Reality (AR)  
Virtual  
Reality (VR)  
Virtual  
World  
–
Augmented reality combines real and virtual  
images.  
•
Interactive in real-time  
•
Virtual objects are fixed in the space of the real  
world.  
Augmented Reality  
•
Main characteristics:  
–
–
–
Combination of real and virtual elements  
Real-time updates at interactive speed  
Interaction and integration between objects  
•
•
Goal of AR:  
–
Make users believe that the virtual elements are part of the real world.  
Interaction and navigation:  
–
Virtual Reality: users interact and navigate using real world metaphors  
–
Augmented Reality: users interact and navigate in the real world  
Augmented Reality  
•
AR uses a feedback loop between human user and computer  
system.  
–
The user observes the AR display and controls the viewpoint.  
–
The system tracks the user’s viewpoint, registers the pose in the real  
world with the virtual content, and presents situated visualization.  
Registration  
Situated  
of virtual  
content  
visualization  
Virtual content  
SPATIAL MODEL  
User input  
and camera  
movement  
Pose  
tracking  
Real world model  
Applications of Augmented Reality  
•
•
Visualize building projects  
Interior design and decoration  
Applications of Augmented Reality  
•
•
Manufacturing and maintenance  
Logistics operations  
Applications of Augmented Reality  
•
•
Discrepancy Analysis  
Infrastructure Inspection  
Applications of Augmented Reality  
•
•
Advertising  
Live language translation  
Applications of Augmented Reality  
•
•
Sports and news  
Tourism  
Applications of Augmented Reality  
•
•
Medicine  
Fashion and dressing  
Applications of Augmented Reality  
•
•
Parking Assistant  
Navigation  
Applications of Augmented Reality  
•
Games  
•
Instructions and guides  
Strong vs. Weak AR  
•
•
Weak AR  
–
–
–
–
Imprecise tracking  
No knowledge of the environment  
Limited interactivity  
Handheld AR  
Strong AR  
–
Very accurate tracking  
–
Seamless integration into the real  
world  
–
–
Natural interaction  
Head mounted AR  
Computer Graphics for AR  
•
•
AR requires less computer graphics power  
–
Only the virtual objects need to be rendered in real-time  
AR requires better calibration and registration  
–
Tracking must be precise to guarantee that objects stay the same  
places in the real world while the users moves.  
•
AR requires a good composition of real and virtual elements  
–
A seamless integration of the virtual objects into the real world  
requires color and light adjustments.  
Technologies for VR Systems  
•
•
Display  
–
–
–
Optical see-through  
• Additive blending  
Video see-through  
•
Computer calculated blending  
Projection-based  
•
Multiplicative blending  
Tracking  
–
–
–
Localization  
• Finding the location  
Alignment  
•
Registering virtual objects to the real world  
Interaction  
•
Touching and manipulating virtual objects  
Display Technologies for VR  
See-Through  
Displays  
Monocular  
Binocular  
Video  
Optical  
Video  
Optical  
See-Through  
See-Through  
See-Through  
See-Through  
Single  
Camera  
Dual  
Camera  
Monoscopic  
Overlays  
Stereoscopic  
Overlays  
Example  
Products  
Monoscopic  
Overlays  
Stereoscopic  
Overlays  
Monoscopic  
Overlays  
Stereoscopic  
Overlays  
E.g.: smartphone- or E.g.: Microvision  
tablet-based  
hand-held AR  
Also: Google Glass in  
VST mode  
Nomad,  
DigiLens DL40,  
TacEye ST,  
E.g.: Vuzix iWear VR920  
with Possible, but no E.g.: Canon COASTAR,  
E.g.: Microsoft HoloLens,  
Epson Moverio BT-200,  
E.g.: Trivisio  
ARVision  
Vuzix M2000AR  
iWear CamAR  
clear advantage Vuzix Wrap 1200DXAR E.g.: Lumos DK-40 Vuzix STAR 1200XLD  
Optical See-Through Display  
•
•
Optical see-through head mounted display  
The real world is visible  
–
Only virtual objects are rendered and displayed  
–
Uses an optical element to combine a user’s view  
of the real world with computer-generated  
images  
Generated Virtual Imagery  
Pose Sensors  
(
potentially stereoscopic)  
Real World  
Optical  
Combiners  
Optical See-Through Display  
Optical See-Through Display  
•
•
Characteristics:  
–
Additive optical combination  
–
Accommodation issues  
•
Focus on both real and virtual objects  
–
Typically, poor field-of-view  
Examples:  
Optical See-Through Display  
•
Composition in optical see-through displays:  
–
Combination of light from display and real world  
–
Does not occlude and cannot show black  
+
=
Optical See-Through Display  
•
Composition in optical see-through displays:  
–
There are some solutions for occlusion  
• Kiyokawa et al. An Occlusion-Capable Opt
Co-located Collaboration, 2003.  
Optical See-Through Display  
•
•
Accommodation problem:  
–
The lens projects the display at a  
certain distance  
–
The user’s eyes must focus on both  
real and virtual objects at a distance.  
Multi distance displays:  
–
Varying lenses  
–
Multiple waveguides + different lenses  
•
Magic leap: 6 guides = 2 depths  
–
Challenges  
•
Transparency  
•
Transition between depths  
Video See-Through Display  
•
Real world is shown as video  
–
Captures the real world with a video camera  
–
Overlay (combine) video feed with virtual objects  
Pose Sensors (optional)  
Image  
Sensors  
Digital  
Combiner  
Monitors  
Generated  
Virtual Imagery  
(
potentially  
stereoscopic)  
Video See-Through Display  
Video See-Through Display  
•
Characteristics:  
–
Good video quality is required  
–
Resolution/color/contrast in  
camera and display  
–
Latency/refresh-rates in camera  
and display  
–
–
–
–
Matchable time delays  
Cyber sickness problems  
Field-of-view  
Frustum and perspective  
must match between camera  
and computer graphics  
Image Quality Comparison  
•
Image quality in optical see-through displays is higher for the  
real world, but generally inconsistent.  
Video See-Through Display  
•
Video Monitor AR:  
–
Non-co-located display  
–
Augmented mirror or TV shows  
Projection-Based AR  
•
•
Spatial AR  
–
User does not wear equipment.  
Project virtuality onto real objects  
–
May apply compensation for uneven geometry, color and lighting  
Generated  
Virtual Imagery  
Projector  
Image  
Sensors  
Pose Sensors  
(optional)  
Projection-Based AR  
Projection-Based AR  
•
Re-map projection from a point-of-view  
–
Can potentially improve view for a group of viewers (any  
number of simultaneous viewers)  
–
–
–
–
Full resolution of the real world  
Nothing to wear  
Sensitive to lighting and material conditions  
Occlusion and geometry issues  
Display Systems Classification  
Technologies for VR Systems  
•
•
Display  
–
–
–
Optical see-through  
• Additive blending  
Video see-through  
•
Computer calculated blending  
Projection-based  
•
Multiplicative blending  
Tracking  
–
–
–
Localization  
• Finding the location  
Alignment  
•
Registering virtual objects to the real world  
Interaction  
•
Touching and manipulating virtual objects  
Localization  
•
Localization:  
–
–
–
–
Finding the location and surroundings  
Required for looking up models, annotation...  
Geolocation: GPS, WiFi, etc.  
Local fine-tuning by other tracking methods.  
Alignment  
•
•
Alignment:  
–
Registering virtual objects to the  
real world (position and  
orientation)  
Requires high fidelity tracking:  
–
Use knowledge from the real  
world  
–
Estimate the camera posture  
relative the real world  
Integration and Interaction  
•
•
Integration:  
–
–
–
–
Virtual objects optically interacting  
Correct lighting conditions  
Occlude virtual objects according real-world objects  
Cast shadows onto real objects (and vice versa)  
Interaction:  
–
–
–
Touching and manipulating virtual objects  
Virtual objects colliding with real objects  
Real objects affected by virtual  
Optical Interaction  
•
•
Virtual objects occluding real objects  
–
Easy with video see-through  
Real objects occluding virtual objects  
–
Mask using model of real world  
–
Requires a model of the real world  
Physical Interaction  
•
•
Virtual objects colliding with real world  
objects  
–
Real world knowledge + alignment  
–
Requires a model of the real world  
Real objects affected by virtual objects  
–
Motors, pneumatics, etc...  
Further Reading  
•
Schmalstieg, D., Hollerer, T. (2016). Augmented Reality: Principles and  
Practice (1st ed.). Addison-Wesley Professional.  
–
–
Chapter 1: Introduction to Augmented Reality  
Chapter 2: Displays