João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille
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引用次数: 0
摘要
增强现实(AR)系统必须显示真实和虚拟元素,就像它们共存于同一环境中一样。三维对齐(注册)在特定的硬件配置上尤其具有挑战性,例如使用光学透视(OST)技术的头戴式显示器(HMD)。一般来说,HMD 的校准采用确定性优化方法。不过,文献中也提出了非确定性方法,并在不同的研究领域取得了可喜的成果。在这项工作中,我们为基于智能手机的 OST HMD 的半自动校准开发了一种非确定性优化方法。我们测试了模拟退火、进化策略和粒子群算法。我们还开发了一个校准系统,并通过一个在 AR 环境中对齐虚拟物体的应用程序对其进行了评估。我们使用每个校准步骤的平均平方误差(MSE)对我们的方法进行了评估,考虑了一组参考点的理想/观测位置与根据校准参数确定的值估算的位置之间的差异。我们的结果表明,OST HMD 可对周身空间进行精确校准,三种测试算法的均方误差相近。
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs
An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.