TY - CHAP A1 - Bimber, Oliver T1 - HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics T2 - New Directions in Holography and Speckles N2 - Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter. KW - Erweiterte Realität KW - CGI KW - Hologramm KW - Projektionsapparat KW - Rendering KW - Scanning KW - Reconstruction KW - computer grafik KW - computer graphics Y1 - 2005 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-7365 ER - TY - RPRT A1 - Bruns, Erich A1 - Brombach, Benjamin A1 - Zeidler, Thomas A1 - Bimber, Oliver T1 - Enabling Mobile Phones To Support Large-Scale Museum Guidance N2 - We present a museum guidance system called PhoneGuide that uses widespread camera equipped mobile phones for on-device object recognition in combination with pervasive tracking. It provides additional location- and object-aware multimedia content to museum visitors, and is scalable to cover a large number of museum objects. KW - Objektverfolgung KW - Neuronales Netz KW - Handy KW - Objekterkennung KW - Museum KW - mobile phones KW - object recognition KW - neural networks KW - museum guidance KW - pervasive tracking Y1 - 2005 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-6777 ER - TY - RPRT A1 - Föckler, Paul A1 - Zeidler, Thomas A1 - Bimber, Oliver T1 - PhoneGuide: Museum Guidance Supported by On-Device Object Recognition on Mobile Phones N2 - We present PhoneGuide – an enhanced museum guidance approach that uses camera-equipped mobile phones and on-device object recognition. Our main technical achievement is a simple and light-weight object recognition approach that is realized with single-layer perceptron neuronal networks. In contrast to related systems which perform computational intensive image processing tasks on remote servers, our intention is to carry out all computations directly on the phone. This ensures little or even no network traffic and consequently decreases cost for online times. Our laboratory experiments and field surveys have shown that photographed museum exhibits can be recognized with a probability of over 90%. We have evaluated different feature sets to optimize the recognition rate and performance. Our experiments revealed that normalized color features are most effective for our method. Choosing such a feature set allows recognizing an object below one second on up-to-date phones. The amount of data that is required for differentiating 50 objects from multiple perspectives is less than 6KBytes. KW - Neuronales Netz KW - Objekterkennung KW - Handy KW - Museum KW - Mobile phones KW - object recognition KW - neural networks KW - museum guidance Y1 - 2005 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-6500 ER - TY - CHAP A1 - Bimber, Oliver T1 - Projector-Based Augmentation T2 - Emerging Technologies of Augmented Reality: Interfaces & Design N2 - Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces. KW - Erweiterte Realität KW - Virtuelle Realität KW - Projektionsverfahren KW - CGI KW - Bildbasiertes Rendering KW - Rendering KW - Projektor-Kamera Systeme KW - Multi-Projektor Systeme KW - projector-camera systems KW - multi-projector systems KW - spatial augmented reality Y1 - 2006 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-7353 ER - TY - JOUR A1 - Bimber, Oliver A1 - Grundhöfer, Anselm A1 - Zollmann, Stefanie A1 - Kolster, Daniel T1 - Digital Illumination for Augmented Studios N2 - Virtual studio technology plays an important role for modern television productions. Blue-screen matting is a common technique for integrating real actors or moderators into computer generated sceneries. Augmented reality offers the possibility to mix real and virtual in a more general context. This article proposes a new technological approach for combining real studio content with computergenerated information. Digital light projection allows a controlled spatial, temporal, chrominance and luminance modulation of illumination – opening new possibilities for TV studios. KW - Studiotechnik KW - Erweiterte Realität KW - Fernsehproduktion KW - Projektion KW - Augmented studio KW - Augmented reality KW - digital light projection Y1 - 2006 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-8576 ER - TY - INPR A1 - Grundhöfer, Anselm A1 - Bimber, Oliver T1 - Real-Time Adaptive Radiometric Compensation N2 - Recent radiometric compensation techniques make it possible to project images onto colored and textured surfaces. This is realized with projector-camera systems by scanning the projection surface on a per-pixel basis. With the captured information, a compensation image is calculated that neutralizes geometric distortions and color blending caused by the underlying surface. As a result, the brightness and the contrast of the input image is reduced compared to a conventional projection onto a white canvas. If the input image is not manipulated in its intensities, the compensation image can contain values that are outside the dynamic range of the projector. They will lead to clipping errors and to visible artifacts on the surface. In this article, we present a novel algorithm that dynamically adjusts the content of the input images before radiometric compensation is carried out. This reduces the perceived visual artifacts while simultaneously preserving a maximum of luminance and contrast. The algorithm is implemented entirely on the GPU and is the first of its kind to run in real-time. KW - Maschinelles Sehen KW - CGI KW - Bildbasiertes Rendering KW - Display KW - Projektionsverfahren KW - Radiometrische Kompensation KW - Projektion KW - Projekor-Kamera System KW - Bildkorrektur KW - Visuelle Wahrnehmung KW - radiometric compensation KW - projection KW - projector-camera systems KW - image correction KW - visual perception Y1 - 2006 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-7848 ER - TY - INPR A1 - Wetzstein, Gordon A1 - Bimber, Oliver T1 - A Generalized Approach to Radiometric N2 - We propose a novel method that applies the light transport matrix for performing an image-based radiometric compensation which accounts for all possible types of light modulation. For practical application the matrix is decomposed into clusters of mutually influencing projector and camera pixels. The compensation is modeled as a linear system that can be solved with respect to the projector patterns. Precomputing the inverse light transport in combination with an efficient implementation on the GPU makes interactive compensation rates possible. Our generalized method unifies existing approaches that address individual problems. Based on examples, we show that it is possible to project corrected images onto complex surfaces such as an inter-reflecting statuette, glossy wallpaper, or through highly-refractive glass. Furthermore, we illustrate that a side-effect of our approach is an increase in the overall sharpness of defocused projections. KW - Association for Computing Machinery / Special Interest Group on Graphics KW - CGI KW - Maschinelles Sehen Y1 - 2006 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-7625 ER - TY - THES A1 - Wetzstein, Gordon T1 - Radiometric Compensation of Global Illumination Effects with Projector-Camera Systems N2 - Projector-based displays have been evolving tremendously in the last decade. Reduced costs and increasing capabilities have let to a widespread use for home entertainment and scientific visualization. The rapid development is continuing - techniques that allow seamless projection onto complex everyday environments such as textured walls, window curtains or bookshelfs have recently been proposed. Although cameras enable a completely automatic calibration of the systems, all previously described techniques rely on a precise mapping between projector and camera pixels. Global illumination effects such as reflections, refractions, scattering, dispersion etc. are completely ignored since only direct illumination is taken into account. We propose a novel method that applies the light transport matrix for performing an image-based radiometric compensation which accounts for all possible lighting effects. For practical application the matrix is decomposed into clusters of mutually influencing projector and camera pixels. The compensation is modeled as a linear equation system that can be solved separately for each cluster. For interactive compensation rates this model is adapted to enable an efficient implementation on programmable graphics hardware. Applying the light transport matrix's pseudo-inverse allows to separate the compensation into a computational expensive preprocessing step (computing the pseudo-inverse) and an on-line matrix-vector multiplication. The generalized mathematical foundation for radiometric compensation with projector-camera systems is validated with several experiments. We show that it is possible to project corrected imagery onto complex surfaces such as an inter-reflecting statuette and glass. The overall sharpness of defocused projections is increased as well. Using the proposed optimization for GPUs, real-time framerates are achieved. KW - Association for Computing Machinery / Special Interest Group on Graphics KW - CGI KW - Maschinelles Sehen KW - Projektionssystem KW - radiometrische Kompensation KW - Licht Transport KW - Projector-Camera Systems KW - Radiometric Compensation KW - Inverse Light Transport Y1 - 2006 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-8106 ER - TY - JOUR A1 - Grundhöfer, Anselm A1 - Seeger, Manja A1 - Häntsch, Ferry A1 - Bimber, Oliver T1 - Coded Projection and Illumination for Television Studios N2 - We propose the application of temporally and spatially coded projection and illumination in modern television studios. In our vision, this supports ad-hoc re-illumination, automatic keying, unconstrained presentation of moderation information, camera-tracking, and scene acquisition. In this paper we show how a new adaptive imperceptible pattern projection that considers parameters of human visual perception, linked with real-time difference keying enables an in-shot optical tracking using a novel dynamic multi-resolution marker technique KW - Association for Computing Machinery / Special Interest Group on Graphics KW - CGI KW - Maschinelles Sehen KW - Virtuelle Studios KW - Erweiterte Realität KW - Kamera Tracking KW - Projektion KW - Virtual Studios KW - Augmented Reality KW - Camera Tracking KW - Projection Y1 - 2007 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-8005 ER - TY - INPR A1 - Zollmann, Stefanie A1 - Bimber, Oliver T1 - Imperceptible Calibration for Radiometric Compensation N2 - We present a novel multi-step technique for imperceptible geometry and radiometry calibration of projector-camera systems. Our approach can be used to display geometry and color corrected images on non-optimized surfaces at interactive rates while simultaneously performing a series of invisible structured light projections during runtime. It supports disjoint projector-camera configurations, fast and progressive improvements, as well as real-time correction rates of arbitrary graphical content. The calibration is automatically triggered when mis-registrations between camera, projector and surface are detected. KW - Association for Computing Machinery / Special Interest Group on Graphics KW - CGI KW - Maschinelles Sehen KW - unsichtbare Muster Projektion KW - Projektor-Kamera Systeme KW - Kalibrierung KW - Radiometrische Kompensation KW - imperceptible pattern projection KW - projector-camera systems KW - calibration KW - radiometric compensation Y1 - 2007 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-8094 ER -