Augmented Reality Based Platform for Simulation of 3D Models, Generated with a Series of 2D Images, on Real Environment

Author(s):  
S.A.D.Nimesha Nishadi Ashinshanie ◽  
Adhil Hazari ◽  
H. N. Rupasinghe ◽  
Dulmini P. Hettiarchchi ◽  
D. I. De Silva
Author(s):  
Isidora Đurić ◽  
Ratko Obradović ◽  
Nebojša Ralević

This paper presents an overview of the use of Augmented Reality in the area of architecture and cultural heritage visualization. The subject of this research are objects that have significant cultural and historical values which, for different reasons, cannot be perceived in their real environment. Using two case-studies, the processes of 3D reconstruction, optimization and AR presentation of the reality models are described in detail. The 3D models are created by using photogrammetry and the AR visualization is performed by using an existing platform for the AR presentation. The aim of the paper is to emphasize the importance of incorporating photogrammetry and augmented reality for the visualization of different types of object features.


2018 ◽  
Vol 3 (3) ◽  
pp. 167-177 ◽  
Author(s):  
Verónica García-Vázquez ◽  
Felix von Haxthausen ◽  
Sonja Jäckle ◽  
Christian Schumann ◽  
Ivo Kuhlemann ◽  
...  

AbstractIntroductionEndovascular aortic repair (EVAR) is a minimal-invasive technique that prevents life-threatening rupture in patients with aortic pathologies by implantation of an endoluminal stent graft. During the endovascular procedure, device navigation is currently performed by fluoroscopy in combination with digital subtraction angiography. This study presents the current iterative process of biomedical engineering within the disruptive interdisciplinary project Nav EVAR, which includes advanced navigation, image techniques and augmented reality with the aim of reducing side effects (namely radiation exposure and contrast agent administration) and optimising visualisation during EVAR procedures. This article describes the current prototype developed in this project and the experiments conducted to evaluate it.MethodsThe current approach of the Nav EVAR project is guiding EVAR interventions in real-time with an electromagnetic tracking system after attaching a sensor on the catheter tip and displaying this information on Microsoft HoloLens glasses. This augmented reality technology enables the visualisation of virtual objects superimposed on the real environment. These virtual objects include three-dimensional (3D) objects (namely 3D models of the skin and vascular structures) and two-dimensional (2D) objects [namely orthogonal views of computed tomography (CT) angiograms, 2D images of 3D vascular models, and 2D images of a new virtual angioscopy whose appearance of the vessel wall follows that shown in ex vivo and in vivo angioscopies]. Specific external markers were designed to be used as landmarks in the registration process to map the tracking data and radiological data into a common space. In addition, the use of real-time 3D ultrasound (US) is also under evaluation in the Nav EVAR project for guiding endovascular tools and updating navigation with intraoperative imaging. US volumes are streamed from the US system to HoloLens and visualised at a certain distance from the probe by tracking augmented reality markers. A human model torso that includes a 3D printed patient-specific aortic model was built to provide a realistic test environment for evaluation of technical components in the Nav EVAR project. The solutions presented in this study were tested by using an US training model and the aortic-aneurysm phantom.ResultsDuring the navigation of the catheter tip in the US training model, the 3D models of the phantom surface and vessels were visualised on HoloLens. In addition, a virtual angioscopy was also built from a CT scan of the aortic-aneurysm phantom. The external markers designed for this study were visible in the CT scan and the electromagnetically tracked pointer fitted in each marker hole. US volumes of the US training model were sent from the US system to HoloLens in order to display them, showing a latency of 259±86 ms (mean±standard deviation).ConclusionThe Nav EVAR project tackles the problem of radiation exposure and contrast agent administration during EVAR interventions by using a multidisciplinary approach to guide the endovascular tools. Its current state presents several limitations such as the rigid alignment between preoperative data and the simulated patient. Nevertheless, the techniques shown in this study in combination with fibre Bragg gratings and optical coherence tomography are a promising approach to overcome the problems of EVAR interventions.


2018 ◽  
Vol 23 (6) ◽  
pp. 99-113
Author(s):  
Sha LIU ◽  
Feng YANG ◽  
Shunxi WANG ◽  
Yu CHEN

2021 ◽  
Author(s):  
Madalyn Massey

Structure-from-Motion (SfM) is a photogrammetry process that creates 3D models from overlapping 2D images. This protocol focuses on its application related to geological and geophysical samples. The samples includes fossil, hand samples and rocks. This is a recommended practice to be used later for the publication on United States Geological Survey website.


1999 ◽  
Author(s):  
Dan Zetu ◽  
Pat Banerjee ◽  
Ali Akgunduz

Abstract The fast construction of a Virtual Factory model without using a CAD package can be made possible by using computer vision techniques. In order to create a realistic Virtual Manufacturing environment, especially when such a model has to be created in correlation to an existing facility, a reliable algorithm that extracts 3D models from camera images is needed, and this requires exact knowledge of the camera location when capturing images. In this paper, we describe an approach for depth recovery from 2D images based on tracking a camera within the environment. We also explore the extension of our telemetry-based algorithm to remote facility management, by tracking and synchronizing human motion on the shop floor with motion of an avatar in a Virtual Environment representing the same shop floor.


1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


Author(s):  
Putu Angga Sudyatmika ◽  
Padma Nyoman Crisnapati ◽  
I Gede Mahendra Darmawiguna ◽  
Made Windu Antara Kesiman

Taman Ujung Soekasada and Tirta Gangga is a famous tourist attraction inKarangasem regency. Taman Ujung is located at the village of Tumbu, district of Karangasem. The park was built in 1919 by the king of Karangasem, namely I Gusti BagusJelantik with the purpose to entertain important guests who visitied the region of Karangasem.Tirta Gangga was rebuilt in 1948 on the initiative of The King of Karangasem namely AnakAgung Anglurah Ketut Karangasem. Situated in Ababi Village, 6 kilometers northern Taman Ujung Soekasada. This water park built as a place for bathing the King and his family.This research is aims to develop an android-based application that can be used as a medium for learning and preserving Taman Ujung Soekasada and Tirta Gangga. The researchmethod used was research and development by using the model of the waterfall. Thisapplication uses the vuforia library to display 3 dimensional building objects into a real environment by using the book and the android smartphone.The end of result is a book that contains about information and images related toTaman Ujung Soekasada and Tirta Gangga that functioned as a marker as well as android based on Augmented Rality application that is capable of displaying the object of Taman Ujung and Tirta Gangga buildings in 3 dimensional above the marker complete with thenarrative sound explanation


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Sign in / Sign up

Export Citation Format

Share Document