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An overview of augmented visualization: observing the real world as desired

Published online by Cambridge University Press:  18 October 2018

Shohei Mori*
Affiliation:
Graz University of Technology, Rechbauerstraße 12, Graz, Austria
Hideo Saito
Affiliation:
Keio University, 3-14-1 Hiyoshi Kohoku-ku, Yokohama, Japan
*
Corresponding author: Shohei Mori Email: s.mori.jp@ieee.org

Abstract

Over 20 years have passed since a free-viewpoint video technology has been proposed with which a user's viewpoint can be freely set up in a reconstructed three-dimensional space of a target scene photographed by multi-view cameras. This technology allows us to capture and reproduce the real world as recorded. Once we capture the world in a digital form, we can modify it as augmented reality (i.e., placing virtual objects in the digitized real world). Unlike this concept, the augmented world allows us to see through real objects by synthesizing the backgrounds that cannot be observed in our raw perspective directly. The key idea is to generate the background image using multi-view cameras, observing the backgrounds at different positions and seamlessly overlaying the recovered image in our digitized perspective. In this paper, we review such desired view-generation techniques from the perspective of free-view point image generation and discuss challenges and open problems through a case study of our implementations.

Information

Type
Overview Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Authors, 2018
Figure 0

Fig. 1. Differences in conventional photos or videos, free-viewpoint image generation, and augmented visualization. After recording the scene (a), the observer's viewpoint is fixed in the conventional photos or videos (b). Free-viewpoint image generation enables the observer to move around in the recorded virtual space through a physically fixed display (c). In augmented visualization (d), with wearable displays such as near-eye displays [19,20], the observers can move around in the real space to which the recorded virtual scene (objects with dotted lines) is registered as proxies for visual augmentation. In other words, we could achieve free scene modifications using both AR and DR technologies via the proxies (e.g., the star-shaped object is added and the box is removed, respectively, in this example).

Figure 1

Fig. 2. Observable light rays in (a) the real space, (b) VR, (c) AR, and (d) DR. Light rays are selectively presented to the eyes via an HMD. In DR, occluded light rays (the blue rays) from the user's viewpoint must be observed and reproduced based on the other image resources. Here, we need free-viewpoint image-generation techniques.

Figure 2

Fig. 3. Background resources in DR. The goal of DR is to estimate background from (a) different perspectives, (b) surrounding pixels, (c) database resources, and these combination.

Figure 3

Fig. 4. See-through approach. Multi-view image resources (a), user view (b), and DR view (c).

Figure 4

Fig. 5. In-paint approach. Input masked image (a), position map (b), and DR view (c). A position map indicates which pixels in the surrounding regions should be mapped to the region of interest. In this example, each color in the region of interest corresponds to pixels of the same color in the surrounding pixels.

Figure 5

Table 1. Summary of the case studies. These four examples are presented in Section V to discuss general issues in DR

Figure 6

Fig. 6. Filmmaking support. (a) The ideal scene is recorded in advance to be used in the PreVis. The illumination changes and, consequently, the replaced scene appears inconsistent when seen through the object of interest (the square with dotted lines). (b) The construction signboard is replaced with a pre-recorded scene captured in different lighting. The red arrow indicates photometric borders of the ROI [45].

Figure 7

Fig. 7. Blind spot visualization. (a) Blind spot visualization potentially requires multiple cameras to cover a wide area. (b) A single wide field of view RGB-D camera makes the setting simpler and can mitigate a number of issues in (a). (c) Real-time blind spot visualization with the RGB-D camera [46].

Figure 8

Fig. 8. Work area visualization. The rays are reproduced by the rays with dotted lines that ignore the hand [53].

Figure 9

Fig. 9. De-fencing. (a) The rays with solid lines are reproduced by the rays with dotted lines that ignore the fence points. (b) Consequently, the scene without the fence is restored [48].