Augmented Reality: A Practical Guide

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Augmented Reality is a natural way to explore 3D objects and data, as it brings virtual objects into the real world where we live, rather than forcing us to learn how to navigate inside the computer. With video-see-through technology, AR handheld devices such as tablet PC ™s, PDA ™s, or camera cell phones, (or in many cases just a webcam and our standard computer monitor), you hold the device up and see through the display to view both the real world and the superimposed virtual object. You can move around and ...

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Overview

Augmented Reality is a natural way to explore 3D objects and data, as it brings virtual objects into the real world where we live, rather than forcing us to learn how to navigate inside the computer. With video-see-through technology, AR handheld devices such as tablet PC ™s, PDA ™s, or camera cell phones, (or in many cases just a webcam and our standard computer monitor), you hold the device up and see through the display to view both the real world and the superimposed virtual object. You can move around and see the virtual object, model, animation, or game from different views as the AR system performs alignment of the real and virtual cameras automatically.

This book will introduce you to Augmented Reality (AR), provide detailed explanations of how the technology works, and provide samples for you to try on your own. Code samples using the freely downloadable ARTag software SDK in C++ and C# are included; all you need is a computer, printer, and a webcam.

Create something new today!

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Product Details

  • ISBN-13: 9781934356036
  • Publisher: Pragmatic Bookshelf
  • Publication date: 1/1/2008
  • Series: Pragmatic Programmers Series
  • Pages: 328
  • Product dimensions: 7.48 (w) x 9.00 (h) x 0.59 (d)

Meet the Author

Stephen Cawood, a former Program Manager at Microsoft who worked for the Office Server Group, had the good fortune to participate as a member of the Halo 2 beta testing team. Stephen has enjoyed FPS games since the release of Doom, and he's created levels for both Doom and Quake. He recently finished work on The Halo 2 Battle Guide, the only advanced strategy guide published for Halo 2.

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Table of Contents

1 About Augmented Reality 1

1.1 What Is Augmented Reality? 1

1.2 The Origins 2

1.3 Magic Lens vs. Magic Mirror 3

1.4 Marker vs. Markerless AR 4

1.5 Examples of Applied AR 7

2 Getting AR Running 17

2.1 Augmented Reality Setup 17

2.2 More ARTag Demos 21

2.3 Diagnosing Issues with the AR Demos 27

3 Computer Graphics Basics 31

3.1 The Pinhole Model 31

3.2 Transferring 3D Points Between Coordinate Systems 37

3.3 Transferring Points Using Matrix Math 39

3.4 The Rendering Pipeline 45

3.5 Viewing Frustum and Clipping Planes 47

3.6 Scan-Line Converting Polygons 51

3.7 Summary of Rendering Procedure 52

4 Using OpenGL with Augmented Reality 55

4.1 About OpenGL 56

4.2 Basic OpenGL Demo 57

4.3 Compiling for Windows 58

4.4 Compiling for Linux 58

4.5 Compiling for Mac OS X 60

4.6 The OpenGL Template Program 61

4.7 Setting the Frustum 65

4.8 Translate Rotate Scale 70

4.9 The Matrix Stack 73

4.10 Motion Example Program 75

4.11 Other Graphics Primitives: Polygons and Triangle Strips 79

4.12 Rendering with Pointers 83

4.13 Rendering with Indices 83

4.14 The OpenGL glDrawElements Function 87

5 Introduction to AR Programming 93

5.1 AR Development Setup 94

5.2 A Note About Textures and OpenCV 95

5.3 Compiling AR Projects for Linux 96

5.4 Compiling ARTag Projects 96

5.5 Revisiting Demo Customization 105

5.6 Configuring Your Camera 107

5.7 ARTag Marker Format 111

6 Writing Applications for ARTag 117

6.1 Introduction to ARTag Applications 117

6.2 ARTag Functions 117

6.3 Using ARTag Functions 119

6.4 Getting the ARTag SDK 119

6.5 Camera Input to Your Program 120

6.6 Basic OpenGL Program Running with ARTag 120

6.7Motion and Multiple Array Objects 129

6.8 Initializing and Terminating AR Applications 136

6.9 Detecting Markers 138

6.10 Setting Virtual Camera Viewpoint 139

6.11 Finding Marker Array Size 140

6.12 Mapping Between Objects 141

6.13 Mapping from Objects to the Image 142

6.14 Creating Marker Patterns 142

6.15 Miscellaneous Functions 145

6.16 Performance Issues 146

6.17 Scale Issues with Array Dimensions 146

6.18 Automatically Sizing Augmentations to Array Size 150

6.19 Using artagöprojectöbetweenöobjects 153

7 Model Loading and Rendering 159

7.1 A Textured Polyhedral Model 160

7.2 OBJ File Format: Sneak Peek 165

7.3 Reorganizing a Model for Single Indices 166

7.4 More About OpenGL's glDrawElements 169

7.5 The OBJ File Format 172

7.6 Highgui: Reading JPEG, BMP, and TGA Textures 184

7.7 VRML Files 185

7.8 Using ARTag's Mesh Manager 188

7.9 Conclusions 192

8 Your Own AR Game 195

8.1 Basic ARTag OpenGL AR Program 198

8.2 Add Some Walls to Make a Maze 202

8.3 Add a Keyboard-Controlled Tank 208

8.4 Multiple Tanks, Simple Animations, and the Request-Simulate Architecture 211

8.5 Preventing Tanks from Driving Through Walls 221

8.6 Add Flying Missiles 222

8.7 Summary 230

9 Enhancing Your AR Game 231

9.1 AI for Robot Tanks 231

9.2 Vision for Robot Tanks 235

9.3 Behavior #1: Firing a Missile 242

9.4 Behavior #2: Rotating to Face the Enemy 243

9.5 Behavior #3: Responding to Attack 245

9.6 Moving Tanks 245

9.7 Behavior #4: Moving Agents: Getting from Point A to B 248

9.8 Path Planning 254

9.9 Behavior #6: Patrolling 264

9.10 Behavior #5: Helping 269

9.11 Complete Tank Wars 272

9.12 Conclusions to Tank Wars 272

9.13 Expanding Tank Wars 274

A How Does ARTag Work? 279

A.1 The ARTag Marker System 279

A.2 When to Use ARTag 284

A.3 Fiducial Marker Systems 286

A.4 Comparing Fiducial Marker Systems 289

A.5 ARTag Markers Using Arrays 290

A.6 Further Reading on ARTag 293

B Troubleshooting 295

B.1 General Issues 295

B.2 Webcam Issues 295

B.3 ARTag Issues 295

B.4 ARTag Development Issues 298

B.5 Linux Issues 300

B.6 OpenCV Issues 300

Acknowledgments 301

Glossary 303

Index 305

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  • Anonymous

    Posted February 23, 2008

    VERY VERY HIGHLY RECOMMENDED!!

    Are you a software hobbyist? If you are, then this book is for you. Authors Stephen Cawood and Mark Fiala, have done an outstanding job of writing a book that provides all of the information that you will need to quickly start developing your own Augmented Reality (AR) applications. Cawood and Fiala, begin by showing you how to get started by running AR on your system. Then, the authors explain how OpenGL is used to create computer graphics for AR. Next, they show you how to create OpenGL applications. The authors also show you how to develop AR applications. They continue by showing you how to integrate ARTag into your OpenGL programming to create your own AR applications. Then, the authors show you how to use typical video game design flow to create 3D models in a specialized 3D program and then import them into the AR program you¿re writing. Next, they show you how to create a 3D AR video game. Finally, the authors also help you build upon the game you started to build earlier in the book. This most excellent book provides detailed explanations of AR technology--even the math is explained. But, more importantly, the book will show you how to create your own AR applications, using nothing more than a PC and a USB 2.0 webcam.

    Was this review helpful? Yes  No   Report this review
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