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Explore markerless tracking using planar structures for AR applications, addressing direct and indirect measurement methods, homography computations, and affine virtual object representation. Learn about advantages and limitations of these cutting-edge techniques. Discover how to leverage existing hardware for efficient graphics operations.
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Vision-based Registration for AR Presented by Diem Vu Nov 20, 2003
Markerless Tracking using Planar Structure in the Scene. G. Simon, A.W. Fitzgibbon and A. Zisserman, 2000. • Calibration-Free Augmented Reality. K.N Kutulakos and J.R. Vallino, 1998.
Planar-surface tracking. • Camera position can be recovered from planar homography. • Planar structure is common in almost all scenarios.
World to image homography y Image to image homography Hw x z
y Hw x z World to image homography • Consider our tracking plane is the plane Z=0
y P x z Projection matrix
y P x z Projection matrix
If K and Hw are known, then r1, r2 and t can be recovered, thus P. • Question: How to compute Hw? • Direct. • Indirect.
(0,1) (1,1) (0,0) (1,0) Direct measurement of Hw • Select 4 points {xk} on a rectangle in the scene. • Compute H which maps the unit square to {xk}.
(0,s) (1,s) (0,0) (1,0) Direct measurement of Hw • Select 4 points {xk} on a rectangle in the scene. • Compute H which maps the unit square to {xk}. • Compute Hw=Hdiag(1,1/s,1)
y x z Indirect measurement of Hw
y x z Indirect measurement of Hw
Algorithm summary • Compute (direct measure). • For each frame i, compute frame to frame homography (RANSAC) • Compute by:
Other … • Using only 2 points in direct method ?? • Matching the frame i with frame 0 in order to reduce error. • Estimate intrinsic parameters K • Hand-off mechanism.
Possible problems? • Homography is only up-to-scale? • Plain surface (no texture) or moving objects in the foreground ? • Depth order, occlusion ? • Speed ?
Affine virtual object representation • Represent virtual objects so that their projection can be computed as a linear combination of the projection of the fiducial points.
Compute affine coordinates from projection along two viewing direction
Algorithm • Setup the affine basis
Algorithm • Setup the affine basis • Locate the object in 2 frames.
Algorithm • Setup the affine basis • Locate the object in 2 frames. • Compute the affine coordinates for each point.
Algorithm • Setup the affine basis • Locate the object in 2 frames. • Compute the affine coordinates for each point. • Compute projection of the object and render the object in each frame.
Camera viewing direction • and are the first and second row of 2x3. • The camera viewing direction expressed in the coordinate frame of the affine basis points: =
Depth order • w is the z-value of point p (x,y,z).
Advantages • No need any metric information. • Able to use with the existing hardware to accelerate graphics operations. • Can be used to improve tracking.
Limitation • Affine constraints. • Lost of metric information.