added introduction and some hololens/android
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@ -267,7 +267,16 @@ Acknowledgements
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\begin_layout Standard
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\noindent
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\align center
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acknowledgements
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I'd like to extend my thanks to Professor Ning Wang for both the opportunities
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provided by this project and his continued support.
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\end_layout
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\begin_layout Standard
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\noindent
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\align center
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I would also like to thank Ioannis Selinis and Sweta Anmulwar for their
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shared patience and help throughout this year.
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\end_layout
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\begin_layout Standard
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@ -290,11 +299,29 @@ Introduction
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\end_layout
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\begin_layout Standard
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\begin_inset Flex TODO Note (inline)
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The immersive technology spaces of virtual and augmented reality promise
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to change the way we experience many different forms of media.
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Spurred in recent years by the release of consumer VR headsets and the
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push for handheld AR by phone manufacturers, no longer do these experiences
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present merely proofs of concept but complete commercial products.
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\end_layout
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\begin_layout Standard
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While some present natural extensions to existing technology as seen in
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VR gaming, others are more tied to the new domain.
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The power of modern smartphones has allowed augmented reality to be integrated
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into applications both as the primary function and in more secondary features
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such as visualising products in shopping apps like
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\noun on
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IKEA Place
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\noun default
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.
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\begin_inset Flex TODO Note (Margin)
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status open
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\begin_layout Plain Layout
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add proper intro about XR and new media
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reference?
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\end_layout
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\end_inset
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@ -303,12 +330,29 @@ add proper intro about XR and new media
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\end_layout
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\begin_layout Standard
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The aim of this project is to develop a piece of software capable of supporting
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multi-source holoportation (hologram teleportation) using the
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\emph on
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No matter the application, common to all is the importance of the presented
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media.
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Typically this is in the form of pre-recorded meshes of 3D objects, captured
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and stored within the application.
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This is typically the case for both of the previously mentioned examples
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in VR gaming and AR object reconstruction.
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Less seen in commercial products is the live-streaming of 3D renders.
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\begin_inset Flex TODO Note (Margin)
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status open
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\begin_layout Plain Layout
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why?
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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One such technology for the capture and transmission of 3D video is
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\noun on
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LiveScan3D
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\emph default
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\noun default
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\begin_inset CommandInset citation
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@ -318,18 +362,37 @@ literal "false"
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\end_inset
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suite of software as a base.
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, a client-server suite of applications utilising the
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\noun on
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Microsoft Kinect
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\noun default
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camera to capture a scene in real-time and deliver to a server for reconstructi
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on and presentation.
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Renders or
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\emph on
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holograms
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\emph default
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can then be delivered to a
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\emph on
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user experience
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\emph default
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such as an AR or VR client.
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\end_layout
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\begin_layout Standard
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This project aims to extend this suite to support multi-source
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\emph on
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holoportation
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\emph default
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(hologram teleportation), receiving multiple scenes concurrently analogous
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to move from traditional phone calls to group conference calls.
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\end_layout
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\begin_layout Standard
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As the spaces of augmented and virtual reality become more commonplace and
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mature, the ability to capture and stream 3D renders of objects and people
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over the internet using consumer-grade hardware has many possible applications.
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\end_layout
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\begin_layout Standard
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This represents one of the most direct evolutions of traditional video streaming
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when applied to this new technological space.
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mature, the ability to capture and stream 3D renders over the internet
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using consumer-grade hardware has many possible applications and presents
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one of the most direct evolutions of traditional video streaming.
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\end_layout
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\begin_layout Standard
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@ -346,7 +409,7 @@ noprefix "false"
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.
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Both single and multi-view configurations of cameras are shown, the latter
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allowing more complete renders of the subject to be acquired.
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Both shapes are presented through the
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Both shapes are presented at the
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\emph on
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user experience
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\emph default
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@ -402,53 +465,45 @@ name "fig:premise"
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\end_layout
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\begin_layout Standard
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\noun on
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LiveScan3D
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\noun default
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is a suite of 3D video software capable of recording and transmitting video
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from client to server for rendering.
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The suite is fast and uses consumer grade hardware for capture in the form
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of
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\noun on
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Xbox Kinect
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\noun default
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cameras, it is used in various projects at the
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\noun on
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University of Surrey
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\noun default
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and has multiple setups in dedicated lab space.
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\begin_layout Subsection
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Objectives
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\end_layout
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\begin_layout Standard
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\noun on
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LiveScan3D's
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\noun default
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use
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\noun on
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\noun default
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of
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\noun on
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Xbox Kinect
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\noun default
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cameras allows the capture and stream of 3D renders in single or multi-view
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configurations using calibrated cameras however the server is only able
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to process and reconstruct one environment at a time.
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In order to achieve the goal of multi-source holoportation the following
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key objectives must be achieved,
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\end_layout
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\begin_layout Standard
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The capability to concurrently receive and reconstruct streams of different
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objects further broadens the landscape of possible applications, analogous
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to the movement from traditional phone calls to conference calling.
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\begin_layout Enumerate
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Extend the native viewfinder of the server in order to separately render
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each connected source
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\end_layout
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\begin_layout Enumerate
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Redefine the network communications in order to identify each frame of footage
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as a particular source
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\end_layout
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\begin_layout Enumerate
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Update the Android AR application to present each source of footage and
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facilitate individual control
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\end_layout
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\begin_layout Subsection
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COVID-19
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\end_layout
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\begin_layout Standard
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Conducted throughout the 2019/20 academic year the project was inevitably
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affected by the global COVID-19 pandemic.
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From March onwards, there was only access to a single
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\noun on
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Kinect
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\noun default
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sensor, significantly hindering the ability to quantitatively evaluate
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the implemented multi-source capabilities.
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\end_layout
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\begin_layout Section
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Literature Review
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\end_layout
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@ -462,7 +517,7 @@ LiveScan3D
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\noun on
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Microsoft Kinect
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\noun default
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sensor in order to capture RGB video with depth information.
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sensor to capture RGB video with depth information.
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While Kinect sensors have proved extremely popular in the computer vision
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sector, it does not represent the only method for such 3D reconstruction,
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traditional visual hull reconstruction is investigated before identifying
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@ -632,7 +687,7 @@ Here 3D conference calling of the type described in the introduction without
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space on a screen with all participants rendered within.
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Work was undertaken to achieve mutual gaze between participants, a marked
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advantage over traditional conference calls where the lack of such aspects
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of group interaction make the experience more impersonal.
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of group interaction makes the experience more impersonal.
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Methods of achieving more natural virtual interactions or
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\emph on
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telepresence
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@ -656,7 +711,7 @@ A second version of the camera, v2, was released alongside the
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Xbox One
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\noun default
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in 2013 and presented many improvements over the original.
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A higher quality RGB camera captures 1080p video at up to 30 frames per
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A higher-quality RGB camera captures 1080p video at up to 30 frames per
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second with a wider field of view than the original
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\begin_inset CommandInset citation
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LatexCommand cite
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@ -854,9 +909,9 @@ literal "false"
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\end_layout
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\begin_layout Description
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Mixed A combination of virtual elements with the real world in order to
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facilitate interaction with an augmented reality.
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A somewhat broad term owing to it's description of a point between augmented
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Mixed A combination of virtual elements with the real world to facilitate
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interaction with an augmented reality.
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A somewhat broad term owing to its description of a point between augmented
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and virtual reality.
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An emphasis is typically placed on virtual elements existing coherently
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within the real world and interacting in real-time.
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@ -947,7 +1002,7 @@ Human interaction with a machine in which the machine retains and manipulates
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\begin_layout Standard
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Identifying the common dimensions across XR has led to the proposal of various
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taxonomies providing insights in to how each implementation relate to others
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taxonomies providing insights into how each implementation relate to others
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\begin_inset CommandInset citation
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LatexCommand cite
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key "reality-virtuality-continuum,mr-taxonomy,all-reality"
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@ -1007,9 +1062,9 @@ RoomAlive
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procams
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\emph default
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) to construct experiences in any room.
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This is presented through games and visual alterations to the users surrounding
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s.
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A strength of the system is it's self contained nature, able to automatically
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This is presented through games and visual alterations to the user's surroundin
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gs.
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A strength of the system is it's self-contained nature, able to automatically
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calibrate the camera arrangements using correspondences found between each
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view.
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Experience level heuristics are also discussed regarding capturing and
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@ -1124,7 +1179,7 @@ Augmented Reality
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The advancement of mobile AR aided by it's accessibility without expensive
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ancillary hardware has led this to be a rapidly growing and popular form
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of XR.
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The introduction of OS level SDK's in Google's ARCore
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The introduction of OS-level SDK's in Google's ARCore
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\begin_inset CommandInset citation
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LatexCommand cite
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key "ARCore"
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@ -2055,8 +2110,8 @@ extrinsics
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\end_layout
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\begin_layout Standard
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In order to make a composite frame a calibration process is completed client
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side following instruction by the server.
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In order to make a composite frame a calibration process is completed client-sid
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e following instruction by the server.
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\end_layout
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\begin_layout Standard
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@ -2125,7 +2180,7 @@ name "fig:calibration-marker"
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\begin_layout Standard
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This information can be used to transform points from the cameras coordinate
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system to the markers frame of reference.
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system to the marker's frame of reference.
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As the relative locations of different markers are defined at the server,
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a world coordinate system can be defined as the centre of these markers.
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Typically 4 different markers are placed on the faces around the vertical
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@ -2142,13 +2197,13 @@ Kinect
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camera now orbits.
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As part of this calibration process the server distributes transformations
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to each client defining where they sit within this world coordinate space.
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Client's can now transform acquired renders from their own frame of reference
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Client's can now transform acquired renders from their frame of reference
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to the world coordinate system at the point of capture and each point cloud
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can be merged coherently.
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\end_layout
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\begin_layout Standard
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The refinement process is completed server side by requesting a single frame
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The refinement process is completed server-side by requesting a single frame
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from each connected client and using Iterative Closest Points
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\begin_inset CommandInset citation
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LatexCommand cite
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@ -2171,6 +2226,13 @@ OpenGL
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\begin_layout Subsection
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Buffers and a non-blocking Network
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\begin_inset CommandInset label
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LatexCommand label
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name "subsec:Buffers"
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\end_inset
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\end_layout
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\begin_layout Subsection
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@ -2181,6 +2243,40 @@ LiveScan
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Hololens
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\end_layout
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\begin_layout Standard
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Developed at the start of 2017, the
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\noun on
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LiveScan Hololens
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\noun default
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\begin_inset CommandInset citation
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LatexCommand cite
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key "livescan3d-hololens"
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literal "false"
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\end_inset
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project provides an example of XR applications for the
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\noun on
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LiveScan
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\noun default
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suite.
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\end_layout
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\begin_layout Standard
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Using the
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\noun on
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Unity
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\noun default
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game engine, the application allows the reception and reconstruction of
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\noun on
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LiveScan
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\noun default
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point clouds in a head-mounted AR context.
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\end_layout
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\begin_layout Subsection
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\noun on
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@ -2189,6 +2285,89 @@ LiveScan
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Android
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\end_layout
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\begin_layout Standard
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Utilising a key strength of
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\noun on
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Unity
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\noun default
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's native cross-platform capabilities
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\begin_inset CommandInset citation
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LatexCommand citeauthor
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key "livescan3d-android"
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literal "false"
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\end_inset
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\begin_inset CommandInset citation
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LatexCommand cite
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key "livescan3d-android"
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literal "false"
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\end_inset
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extended the
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\noun on
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Hololens
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\noun default
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application to build a handheld AR experience targeted at the Android mobile
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operating system.
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\end_layout
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\begin_layout Standard
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This was achieved through the static linking of
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\noun on
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Google
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\noun default
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's
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\noun on
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ARCore
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\noun default
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library
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\begin_inset CommandInset citation
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LatexCommand cite
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key "arcore-unity"
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literal "false"
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\end_inset
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for
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\noun on
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Unity
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\noun default
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and included buffers inline with the developments discussed in section
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "subsec:Buffers"
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plural "false"
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caps "false"
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noprefix "false"
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\end_inset
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.
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The
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\noun on
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LeanTouch
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\noun default
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\begin_inset CommandInset citation
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LatexCommand cite
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key "lean-touch"
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literal "false"
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\end_inset
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\noun on
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Unity
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\noun default
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package was used to allow the live manipulation of displayed holograms,
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abstracting away much of the otherwise required boilerplate touch management
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code.
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\end_layout
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\begin_layout Subsection
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Evaluation
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\end_layout
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@ -2199,7 +2378,7 @@ Here an evaluation of the
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LiveScan
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\noun default
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suite is presented.
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It's strengths within the space of 3D capture and transmission are identified
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Its strengths within the space of 3D capture and transmission are identified
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while it's limitations are also highlighted.
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\end_layout
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@ -2208,8 +2387,8 @@ The main strength of the
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\noun on
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LiveScan
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\noun default
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suite lies in it's display agnostic architecture.
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While some of the methods previously reviewed present domain specific implement
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suite lies in its display agnostic architecture.
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While some of the methods previously reviewed present domain-specific implement
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ations of holoportation, such as
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\begin_inset CommandInset citation
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LatexCommand cite
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@ -2252,7 +2431,7 @@ reference?
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\end_layout
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\begin_layout Standard
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A limitation of the suite could be identified in it's network protocol use,
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A limitation of the suite could be identified in its network protocol use,
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TCP connections are used throughout the communication pipeline from
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\noun on
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Kinect
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@ -2263,7 +2442,7 @@ Kinect
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which limits the speed of transmission.
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For these reasons UDP is typically better suited for media streaming, especiall
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y when in real-time.
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Investigations could be made into the suitability for it's use in the
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Investigations could be made into the suitability for its use in the
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\noun on
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LiveScan3D
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\noun default
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@ -2325,8 +2504,8 @@ Developments
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\end_layout
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\begin_layout Standard
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The developments made throughout this project in order to facilitate multi-sourc
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e experiences were focused on four aspects of the suite,
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The developments made throughout this project to facilitate multi-source
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experiences were focused on four aspects of the suite,
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\end_layout
|
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|
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\begin_layout Itemize
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@ -2368,7 +2547,7 @@ Additional features facilitating the paradigm shift away from a single stream
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|
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\begin_deeper
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\begin_layout Itemize
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This is done through identifying and removing
|
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This is done by identifying and removing
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\emph on
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stale sources
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\emph default
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@ -2722,12 +2901,12 @@ LiveScan3D
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|
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\begin_layout Standard
|
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To accomplish this a dictionary was used as the shared variable with each
|
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client's frame referenced by it's source ID.
|
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client's frame referenced by its source ID.
|
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In doing so only one frame per client is kept and each new frame overrides
|
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the last.
|
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During rendering the dictionary is iterated through and each point cloud
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||||
combined.
|
||||
During combination a client specific transformation is retrieved from an
|
||||
During combination a client-specific transformation is retrieved from an
|
||||
instance of the
|
||||
\noun on
|
||||
DisplayFrameTransformer
|
||||
@ -2861,12 +3040,11 @@ LiveScan
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Additionally there are utility functions to bidirectionally cast between
|
||||
|
||||
Additionally, utility functions to bidirectionally cast between
|
||||
\noun on
|
||||
Point3f
|
||||
\noun default
|
||||
data structures and the lists of received vertices.
|
||||
data structures and the lists of received vertices were written.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -2975,7 +3153,7 @@ Transformer
|
||||
\begin_inset Formula $y$
|
||||
\end_inset
|
||||
|
||||
axis for each source,
|
||||
-axis for each source,
|
||||
\begin_inset Formula $n$
|
||||
\end_inset
|
||||
|
||||
@ -3618,7 +3796,7 @@ Frame Rate Throttling
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Cross Platform Extensions
|
||||
Cross-Platform Extensions
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
|
@ -411,3 +411,11 @@
|
||||
year = {2017}
|
||||
}
|
||||
|
||||
@online{lean-touch,
|
||||
author = {Wilkes, Carlos},
|
||||
date = {2019-08-01},
|
||||
title = {Lean Touch},
|
||||
url = {https://carloswilkes.com/#LeanTouch},
|
||||
urldate = {2020-04-11}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user