Computer Graphics and Multimedia Software - Knowledge Sharing

Friday, November 26, 2010

Augmented Reality Using Google Sketch-UP

Google Sketch-UP




ARMedia with Google Sketch-UP

ARMedia plugin for Google Sketch-UP

A few Demos :

Share:

Augmented Reality Applications with VRML support




Introduction to ARTOOLKIT
ARToolKit is a software library for building Augmented Reality (AR) applications....
more...

Read Documentation  more...

Creating your own Augmented Reality application - I will provide AR tutorial soon....

  
Installation 

ARToolkit 2.70 with VRML support

The latest version is available from http://sourceforge.net/projects/artoolkit and includes the following files:

ARToolkit-2.70.tgz Platform independent
DsVideoLib-0.0.4-win32.zip i386
OpenVRML-0.14.3-win32.zip i386

The ARToolKit is a collection of libraries, utilities applications, and documentation and sample code. The libraries provide the user with a means to capture images from video sources, process those images to optically track markers in the images, and to allow compositing of computer-generated content with the real-world images and display the result using OpenGL (Phillip Lamb, 2004). ARToolKit is designed to build on Windows, Linux, SGI Irix, andMacintosh OS X platforms.

Hardware

* Camera (your webcam)
* Marker (Pattern need to register your 3D object (.vrml) to be rendered for 3D augmentation)


Building on Windows
(Read the full release notes on Sourceforge for other platforms)

Prerequisites:

* Microsoft Visual Studio .NET 2003 , Visual Studio 6 (Also Microsoft Visual Studio 2005, Microsoft Visual Studio 2008)
* DSVideoLib-0.0.4-win32. Download from http://sf.net/projects/artoolkit
* GLUT. Download from http://www.opengl.org/resources/libraries/glut.html
* DirectX 9.0b or later SDK. If you are using VS6, you must use 9.0b as DirectX 9.0c no longer includes support for VS6. Download from http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
* (DirectX 9.0c October 2004 or later only) DirectX SDK Extras package. Once downloaded and unzipped, move the "Samples" folder into the top-level of the installed SDK path.
* (Optional, for VRML renderer only) OpenVRML-0.14.3-win32. Download fromhttp://sf.net/projects/artoolkit.

Build steps:

1. Unpack the ARToolKit zip to a convenient location. This location will be referred to below as {ARToolKit}.
2. Unpack the DSVideoLib zip into {ARToolKit}.
3. Copy the files DSVideoLib.dll and DSVideoLibd.dll from{ARToolKit}\DSVideoLib\bin.vc70 into {ARToolKit}\bin.
4. Run the script {ARToolKit}\DSVideoLib\bin.vc70\register_filter.bat.
5. Install the GLUT DLL into the Windows System32 folder, and the library and headers into the VS platform SDK folders.
6. Run the script {ARToolKit}\Configure.win32.bat to create include/AR/config.h.
7. Open the ARToolKit.sln file (VS.NET) or ARToolkit.dsw file (VS6).
8. Open the Visual Studio search paths settings(Tools->Options->Directories for VS6, or Tools->Options->Projects->VC++Directories for VS.NET) and add the DirectX SDK Includes\ path and theDirectX Samples\C++\DirectShow\BaseClasses\ path to the top of the search path for headers, and the DirectX SDK Lib\ path to the top of thesearch path for libraries.
9. (Optional, only if rebuilding DSVideoLib). Build the DirectShow baseclasses strmbase.lib and strmbasd.lib. (More information can be found atThomas Pintarics homepage for DSVideoLib(http://www.ims.tuwien.ac.at/~thomas/dsvideolib.php)).
10. Build the toolkit.The VRML renderering library and example (libARvrml & simpleVRML) are optional builds:
11. Unpack the OpenVRML zip into {ARToolKit}.
12. Copy js32.dll from {ARToolKit}\OpenVRML\bin into {ARToolKit}\bin.
13. Enable the libARvrml and simpleVRML projects in the VS configuration manager and build.

 Screenshot

 Debug folder: 

         

















Share:

Augmented Reality for Mobile-Based using Unity3D, Vuforia and Arduino

Part 1 : Augmented Reality tutorial Arduino 

Download # Unity3D (download and install it) (*.exe file)
Unity3D is also available to download from here
Download # Download and Import Unity3D Extension (*.unitypackage file)
Unity3D extension is also available to download from here
Download # Download and Import EdgarasArt tracker in Unity3D  (*.unitypackage file)
You can create your own tracker here
Download # Print this image to augment the content  (*.jpg file)


Part 2 : Augmented Reality tutorial Arduino 

Part 1 of the project available here
Download # Image of flames  (*.jpg file)
Download # Print this image to augment the content  (*.jpg file)
Download # Final result of this project  (*.rar file)

Mobile Augmented Reality

Share:

Augmented Reality Categories

Optical See-Through HMD

One of the devices used to merge real and virtual environment is an Optical See-Through HMD. It allows the user to interact with real world using optical technologies to superimpose virtual objects on the real world, as stated by Azuma (1997) and agreed by Ajune et al (2008).  The optical see-through is used transparent HMD to produce the virtual environment directly to the real world. Optical see-through HMDs’ function is placing optical combiners in front of the user's eyes. 



Video See Through

Again, as mentioned by Azuma (1997), Video see-through HMDs are able to give user a real world sight by combining a closed-view HMD with one or two head-mounted video cameras, due to this mixture give user a view of real world and virtual world in real-time through the monitors in front of the user's eyes in the closed-view HMD. Figure 2.4 shows a conceptual diagram of a video see-through HMD. Figure 2.5 shows a video see-through HMD. Video composition can be done using chroma-key or depth mapping (Silva, Oliveira & Giraldi 2003)

Virtual Retinal Systems

Virtual Retinal Systems aim to produce a full color, wide field-of-view, high resolution, high brightness and low cost virtual display (Ishii, 1994). This technology can be used in wide range of applications from head-mounted displays for military or aerospace applications to medical purposes. The Virtual Retinal Display (VRD) uses a modulated beam of light (from an electronic source) directly onto the retina to produce a rasterized image, as stated by Azuma (1997). 

Monitor Based AR

Monitor based AR uses one or two video cameras to view the environment where the cameras may be static or mobile. The video was produced by combining the video of the real world and graphic image generated by a scene generator and the product was shown to user by using monitor device. The display devices are not wearing by the user but when the images are presenting in the stereo on the monitor, it requires user to wear the display devices such as stereo glasses. 






Recently, AR is widely being used in many applications such as education, entertainment, simulation and games. In virtual heritage, AR is used to enhance the overall experience of the visitor of a cultural heritage site. Furthermore, with the interactive, realistic and complex AR system, it can enhance, motivate and stimulate students’ understanding of certain events
Share:

Augmented Reality XNAGoblin using ALVAR

Toolkit for Augmented Reality Games development using XNA

Goblin XNA is a platform for research on 3D user interfaces, including mobile augmented reality and virtual reality, with an emphasis on games. Need to setting up your computer should have the specification : Windows XP, Vista, or 7 Requirements for running XNA Game Studio 3.1.
It is written in C# and based on Microsoft XNA Game Studio 3.1. XNAGoblin details



Goblin XNA http://graphics.cs.columbia.edu/projects/goblin/ uses a scene graph to support 3D scene manipulation and rendering, mixing real and virtual imagery. 6DOF (six-degrees-of-freedom) position and orientation tracking is accomplished using the ALVAR or ARTag marker-based camera tracking package with DirectShow or PGRFly (for Point Grey cameras), and InterSense hybrid trackers. In addition to regular desktop and hand-held computer displays, Goblin XNA also supports the Vuzix iWear VR920 head-worn display in monoscopic and stereoscopic modes, along with its 3DOF orientation tracker. Physics is supported through the Newton Game Dynamics library, and networking through the Lidgren library. Goblin XNA also includes a 2D GUI system to allow the creation of classical 2D interaction components.

Installation XNA 


XNA is a very cool initiative from Microsoft that takes away the need for a lot of the low level coding normally required in the creation of a computer game. This is achieved by a set of libraries, tools and use of the C# programming language.

Below some of the concepts and series of basic knowledge on XNA Programming :

Develop 2D games :

# Installing XNA and opening your first XNA project
# Rendering 2D images to the screen
# Scaling, rotating and positioning 2D images
# Keyboard input
# Playing sound effects in XNA
# Per-pixel texture manipulations
# Random terrain slope generation
# Alpha blending
# Collision detection (the most complex case is covered: per-pixel transformed)
# And even a complete 2D particle engine for the explosions!

Develop 3D games:

# Starting a project: setting up and using the Development Environment
# The effect file: effects are needed to draw stuff on the screen
# The first triangle: defining points, displaying them using XNA
# World space: defining points in 3D space, defining camera position
# Rotation & translation: rotating and moving the scene
# Keyboard: read user input on the keyboard using XNA
# Load 3D models, adding colors, textures
# Lighting basics: lighting can be complex to fully understand, a whole chapter on this subject


Are games really written using XNA?

The main target for XNA is hobbyists and for people learning to write games. Since it uses C# (a managed language that requires a runtime environment) it runs a lot slower than equivalent C++ code (that compiles down to machine level code) so commercial PC and Xbox 360 games are typically written in C++. Having said this with the release of XNA 3.0 Microsoft have created a means of releasing your own game written using XNA online (via Xbox Live) and obtaining royalties for it (set at 70%). How profitable this is remains to be seen.

How do you get started with XNA?

To create XNA games for the PC is completely free. You just need to download the XNA Game Studio from Microsoft and you can use it with the free version of Visual Studio C# Express. If you already own the commercial Visual Studio 2008 that can (and should) be used instead as it adds more features.

The software required to start writing your own XNA code is completely free:

Microsoft XNA Game Studio 2.0, the programming environment
Microsoft Visual Studio C# Express (link, make sure you select the C# edition, marked in green). XNA Game Studio 2.0 will also work with the full version of Visual Studio 2005.

Why is it cool?

XNA takes away a lot of the pain of working with the graphics, input etc. on a PC, Xbox or Zune. It implements the .NET framework and comes with a number of tools for game creation. It supports graphics via managed Direct3D and the Xbox 360 controller (for Xbox or PC). It supports sound and includes a content creation tool for sound developers. From version 3.0 it includes multi player support. C# itself is a very nice language to program for.
Share:

Augmented Reality Using Flash

Augmented reality (AR) is a field of computer graphic that virtual entities are overlaying superimposing in our real world. It was real-time and an interactive, three-dimensional virtual world. AR now enable to the browser for web-based by using embedding ability of Flash for AR. Then now how to apply this exciting technology? There are using Adobe Flash CS4 Professional ported Action Script 3.0, Adobe Flash Player 10, and a webcam.

Development toolkit available for AR using flash is # Flash Augmented Reality code library (FLARToolkit)

FLARToolKit is free to use for non-commercial applications under the GPL license. This means the complete source code for your application must be made available to anyone that asks for it. FLARToolKit is based on the ARToolKit library under the GPL license and so the source code for any FLARToolKit applications that are made needs to be GPL as well.

I do have the live demo here :
LIVE DEMO


Share:

Malaysia Augmented Reality

Its incredibly difficult to discover the undiscovered. Here will see how I can help you. Cheers - Ajune (comp.utm.my/ajune)
ajune@utm.my. Powered by Blogger.