Displays: Augmented Reality - Principles and Practice
Displays: Augmented Reality - Principles and Practice
Displays
Augmented Reality – Principles and Practice
http://www.augmentedrealitybook.org
Multi-modal displays
• Audio displays
• Haptic displays
• Olfactory displays
• Gustatory displays
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• Haptic displays
Haptics is the science of applying tactile sensation to human interaction with
computers. A haptic device is one that involves physical contact between the computer
and the user, usually through an input/output device, such as a joystick or data gloves,
that senses the body's movements.
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Visuo-Haptic Registration
The stylus of a PHANToM haptic device is highlighted by visual AR
Hapticwww.augmentedrealitybook.org
Feedback is a combination of both Tactile Displays
and Kinesthetic Feedback. 5
• Olfactory displays
An olfactory display is a computer-controlled device that generates scented air with the
intended component and concentration of odor material and provides it to the human
olfactory organ.
An olfactory display, which is the olfactory counterpart to a visual display, is controlled by
a computer or information equipment and provides smells to a human user.
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Olfactory Display
MetaCookie: An olfactory display is combined with visual
augmentation of a plain cookie to provide the illusion of a
flavored cookie (chocolate, in the inset).
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• Gustatory displays
“edible user interfaces”
Food science does provide a basis for the development of gustatory displays.
"Meta Cookie" system to change the perceived taste of a cookie by overlaying visual and
olfactory information onto a real cookie which an AR marker pattern.
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Visual Displays
• See-through displays
• Optical see-through
• Video see-through
• Spatial Augmented Reality
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Visual Displays
One of the most promising and challenging future uses of head-
mounted displays (HMDs) is in applications where virtual environments
enhance rather than replace real environments. To obtain an enhanced
view of the real environment, the user wears a see-through HMD to see
3D computer generated objects superimposed on his/her real-world
view.
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Optical See-Through Displays
An optical see-through display uses an optical element to combine a
user’s view of the real world with computer-generated images
Real World
Optical
Combiners
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Video See-Through Displays
A video see-through display captures the real world with a video camera and electronically modifies
the resulting image using a graphics processor to deliver a combined real + virtual image to the user
Monitors Digital
Combiner
Generated
Virtual Imagery
(potentially
stereoscopic)
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Spatial Augmented Reality
Generated Projector Spatial projection casts images
Virtual Imagery directly onto real-world objects
Image No combiner unit is required
Sensors
Pose Sensors
(optional)
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Non-See-Through Displays
The Rift is a binocular HMD intended for immersive computer games. It is under development by Oculus, which
was acquired by Facebook in 2014 for $2 billion, raising the interest in HMD technology worldwide
Monocular Binocular
Example
Products Monoscopic Stereoscopic Monoscopic Stereoscopic
E.g.: smartphone- or E.g.: Microvision Overlays Overlays Overlays Overlays
tablet-based Nomad,
hand-held AR DigiLens DL40, E.g.: Vuzix iWear VR920 E.g.: Microsoft HoloLens,
Also: Google Glass in TacEye ST, E.g.: Trivisio with Possible, but no E.g.: Canon COASTAR, Epson Moverio BT-200,
VST mode Vuzix M2000AR ARVision iWear CamAR clear advantage Vuzix Wrap 1200DXAR E.g.: Lumos DK-40 Vuzix STAR 1200XLD
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Occluder Shadows
Projector-
based
illumination
Virtual Real
Virtual image
Real image
LCD panel
Half-silvered
mirror
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Spatial Display Model
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Coordinate Systems
Eye
Local object coordinates
coordinates
Perspective transformation
• Calibrate offline
• For both camera and display
Global world
coordinates
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Display Coordinate Systems
The spatial model of most AR displays can be defined as the spatial relationship of up to five components:
the user’s eye, the display, the camera, an object to be augmented, and the world.
Object World
World to camera to camera to object
Camera
Display to display World to camera
to eye
World to display
World to eye
Each coordinate transformation can be fixed and calibrated, tracked dynamically, or left unconstrained.
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VISUAL Displays
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Display Space Taxonomy
AR displays can be categorized according to the distance from eye to display
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Display Mounting
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Optical See-Through Examples
Coupled-in optics
Coupled-out optics
Image
source
T
C
T
T
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Video See-Though
C T T T
C C
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Video See-Through with Half-Silvered
Mirror
T
C
T T
C
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Desktop AR
A desktop AR display can be built using the eyeball-in-
T hand metaphor, in which the camera is tracked and its
recordings are fed to the display. In the application
depicted here ([Lee and Höllerer 2007]), we are tracking
the camera relative to an object (user’s hand), which is
recognized as a marker and subsequently augmented.
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Video-See Through Magic Mirror The user (=box) must be tracked
with respect to the camera.
T
C
T
C
Display always shows the user,
independent of viewing angle.
T
C
C
Display behaves like real mirror.
Image: Matthias Straka and Stefan Hauswiesner
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Optical See-Through Magic Mirror
Andy Wilson of Microsoft Research showing the HoloFlector
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Immaterial Display
Dual-sided
interactive
FogScreen
Two FogScreens in an
L-shaped configuration
produce a depth-fused
3D rendering for a
People can augment each other and tracked observer
interact through the FogSscreen
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Spatial Augmented Reality
Spatial AR can be used to turn generic objects into textured models
C
View-independent
spatial AR
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View-Dependent Spatial Augmented Reality
View-dependent spatial AR requires tracking the user,
but can present free-space 3D objects
T
Projector
C
Head tracker
Virtual
object
Projection Surface
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Head-Mounted Projective Display
incident light
Spatial relationship
C Spatial relationship C schematics for HMPDs with
schematics for HMPDs T head tracking - virtual
C without head tracking C objects are stable in space,
while the viewer is moving
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Dynamic Shader Lamps Dynamic shader lamps
T
deliver spatial AR on
Painting with light on real surfaces tracked objects
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Steerable Projector
Everywhere Projector Display
T
A steerable, tracked projector
can display images anywhere
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