{"title":"无 SLAM 的增强现实","authors":"Aminreza Gholami, Behrooz Nasihatkon, Mohsen Soryani","doi":"10.1007/s11042-024-20154-6","DOIUrl":null,"url":null,"abstract":"<p>Most augmented reality (AR) pipelines typically involve the computation of the camera’s pose in each frame, followed by the 2D projection of virtual objects. The camera pose estimation is commonly implemented as SLAM (Simultaneous Localisation and Mapping) algorithm. However, SLAM systems are often limited to scenarios where the camera intrinsics remain fixed or are known in all frames. This paper presents an initial effort to circumvent the pose estimation stage altogether and directly computes 2D projections using epipolar constraints. To achieve this, we initially calculate the fundamental matrices between the keyframes and each new frame. The 2D locations of objects can then be triangulated by finding the intersection of epipolar lines in the new frame. We propose a robust algorithm that can handle situations where some of the fundamental matrices are entirely erroneous. Most notably, we introduce a depth-buffering algorithm that relies solely on the fundamental matrices, eliminating the need to compute 3D point locations in the target view. By utilizing fundamental matrices, our method remains effective even when all intrinsic camera parameters vary over time. Notably, our proposed approach achieved sufficient accuracy, even with more degrees of freedom in the solution space.</p>","PeriodicalId":18770,"journal":{"name":"Multimedia Tools and Applications","volume":null,"pages":null},"PeriodicalIF":3.0000,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Augmented reality without SLAM\",\"authors\":\"Aminreza Gholami, Behrooz Nasihatkon, Mohsen Soryani\",\"doi\":\"10.1007/s11042-024-20154-6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Most augmented reality (AR) pipelines typically involve the computation of the camera’s pose in each frame, followed by the 2D projection of virtual objects. The camera pose estimation is commonly implemented as SLAM (Simultaneous Localisation and Mapping) algorithm. However, SLAM systems are often limited to scenarios where the camera intrinsics remain fixed or are known in all frames. This paper presents an initial effort to circumvent the pose estimation stage altogether and directly computes 2D projections using epipolar constraints. To achieve this, we initially calculate the fundamental matrices between the keyframes and each new frame. The 2D locations of objects can then be triangulated by finding the intersection of epipolar lines in the new frame. We propose a robust algorithm that can handle situations where some of the fundamental matrices are entirely erroneous. Most notably, we introduce a depth-buffering algorithm that relies solely on the fundamental matrices, eliminating the need to compute 3D point locations in the target view. By utilizing fundamental matrices, our method remains effective even when all intrinsic camera parameters vary over time. Notably, our proposed approach achieved sufficient accuracy, even with more degrees of freedom in the solution space.</p>\",\"PeriodicalId\":18770,\"journal\":{\"name\":\"Multimedia Tools and Applications\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2024-09-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Multimedia Tools and Applications\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1007/s11042-024-20154-6\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, INFORMATION SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Multimedia Tools and Applications","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s11042-024-20154-6","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
Most augmented reality (AR) pipelines typically involve the computation of the camera’s pose in each frame, followed by the 2D projection of virtual objects. The camera pose estimation is commonly implemented as SLAM (Simultaneous Localisation and Mapping) algorithm. However, SLAM systems are often limited to scenarios where the camera intrinsics remain fixed or are known in all frames. This paper presents an initial effort to circumvent the pose estimation stage altogether and directly computes 2D projections using epipolar constraints. To achieve this, we initially calculate the fundamental matrices between the keyframes and each new frame. The 2D locations of objects can then be triangulated by finding the intersection of epipolar lines in the new frame. We propose a robust algorithm that can handle situations where some of the fundamental matrices are entirely erroneous. Most notably, we introduce a depth-buffering algorithm that relies solely on the fundamental matrices, eliminating the need to compute 3D point locations in the target view. By utilizing fundamental matrices, our method remains effective even when all intrinsic camera parameters vary over time. Notably, our proposed approach achieved sufficient accuracy, even with more degrees of freedom in the solution space.
期刊介绍:
Multimedia Tools and Applications publishes original research articles on multimedia development and system support tools as well as case studies of multimedia applications. It also features experimental and survey articles. The journal is intended for academics, practitioners, scientists and engineers who are involved in multimedia system research, design and applications. All papers are peer reviewed.
Specific areas of interest include:
- Multimedia Tools:
- Multimedia Applications:
- Prototype multimedia systems and platforms