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Development of an Augmented Reality system using ARToolKit

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

fewer resources are available; power, computation <strong>an</strong>d sensors are examples <strong>of</strong> those.<br />

For indoor applications hybrid tracking <strong>of</strong>fers possibilities but this holds even more for<br />

outdoor AR. Also the Global Position System (GPS) could be taken adv<strong>an</strong>tage <strong>of</strong>,<br />

although this is not a very accurate technique. Usually a combination <strong>of</strong> inertial <strong>an</strong>d<br />

optical tracking is applied.<br />

In collaborative AR users are collaborating within one single environment. In such a<br />

situation each user has its own view on the environment. Also each user separately c<strong>an</strong><br />

interact with objects in the environment. This aspect adds one dimension to the tracking<br />

problem; that is, head tracking <strong>an</strong>d tool tracking needs to be done for multiple users.<br />

Nevertheless, the before described tracking methods c<strong>an</strong> be applied.<br />

2.4 Registration<br />

The previous section described the tracking problem, composed <strong>of</strong> both head tracking<br />

<strong>an</strong>d tool tracking. These both are me<strong>an</strong>t for being used for <strong>an</strong>other aspect that is present<br />

in AR. This aspect is presented as the registration problem, <strong>an</strong>d is concerned with the<br />

alignment between virtual <strong>an</strong>d real elements. This is a mostly import<strong>an</strong>t <strong>an</strong>d<br />

complicated matter for three reasons. First <strong>of</strong> all, the hum<strong>an</strong> visual <strong>system</strong> is very<br />

sensitive to small misregistrations, even if they are in the order <strong>of</strong> few pixels. Second,<br />

for AR applications tighter requirements are put upon on error toler<strong>an</strong>ces that are<br />

allowed. To make things even more complex, one also has to cope with <strong>system</strong> delay;<br />

the time interval that lies in between tracking <strong>an</strong>d the actual superimposing <strong>of</strong> the<br />

corresponding images.<br />

Figure 2.29 <strong>an</strong>d Figure 2.30 show the result <strong>of</strong> <strong>an</strong> extreme misregistration compared to<br />

the correct registration <strong>of</strong> a virtual car against the real background environment.<br />

The accuracy <strong>of</strong> registration <strong>of</strong> virtual objects is determined by the alignment errors that<br />

result. The possible alignment errors c<strong>an</strong> be classified in two categories [Azu97]:<br />

• Static errors, which are defined as the misalignment the user c<strong>an</strong> perceive when<br />

he is immobile.<br />

• Dynamic errors, which are defined as the misalignment the user c<strong>an</strong> perceive<br />

when he moves.<br />

Dynamic errors are by far the greatest contributors to registration errors perceived by<br />

users. Although static errors have less impact they c<strong>an</strong> not be ignored. There are various<br />

sources <strong>of</strong> error that c<strong>an</strong> be pointed out. For static errors the most import<strong>an</strong>t are optical<br />

distortion, errors in the tracking <strong>system</strong>, mech<strong>an</strong>ical misalignments <strong>an</strong>d incorrect<br />

viewing parameters. Dynamic errors are caused by unavoidable <strong>system</strong> latency.<br />

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