Jonathan Ventura

dblp:38/1197 · also Jonathan D. Ventura · DBLP profile ↗
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34ranked-venue papers
13as first author
7since 2021 · last 2025
0000-0003-1661-8529ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 33 · 13 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 17 · 4 first-author · 2 since 2021Artificial intelligence and machine learning · 7 · 6 first-author · 3 since 2021
YearPublicationVenuePosition
2025 Uncalibrated Structure from Motion on a Sphere
Jonathan Ventura, Viktor Larsson, Fredrik Kahl
ICCV1
2024 Absolute Pose from One or Two Scaled and Oriented Features
abstract
Keypoints used for image matching often include an estimate of the feature scale and orientation. While recent work has demonstrated the advantages of using feature scales and orientations for relative pose estimation, relatively little work has considered their use for absolute pose estimation. We introduce minimal solutions for absolute pose from two oriented feature correspondences in the general case, or one scaled and oriented correspondence given a known vertical direction. Nowadays, assuming a known direction is not particularly restrictive as modern consumer devices, such as smartphones or drones, are equipped with Inertial Measurement Units (IMU) that provide the gravity direction by default. Compared to traditional absolute pose methods requiring three point correspondences, our solvers need a smaller minimal sample, reducing the cost and complexity of robust estimation. Evaluations on large-scale and public real datasets demonstrate the advantage of our methods for fast and accurate localization in challenging conditions. Code is available at https://github.com/danini/absolute-pose-from-oriented-and-sealed-features.
Jonathan Ventura, Zuzana Kukelova, Torsten Sattler, Daniel Barath
CVPR1
2024 Localization and tracking of stationary users for augmented reality
abstract
Abstract In augmented reality applications it is essential to know the position and orientation of the user to correctly register virtual 3D content in the user’s field of view. For this purpose, visual tracking through simultaneous localization and mapping (SLAM) is often used. However, when applied to the commonly occurring situation where the users are mostly stationary, many methods presented in previous research have two key limitations. First, SLAM techniques alone do not address the problem of global localization with respect to prior models of the environment. Global localization is essential in many applications where multiple users are expected to track within a shared space, such as spectators at a sporting event. Secondly, these methods often assume significant translational movement to accurately reconstruct and track from a local model of the environment, causing challenges for many stationary applications. In this paper, we extend recent research on Spherical Localization and Tracking to support relocalization after tracking failure, as well as global localization in large shared environments, and optimize the method for operation on mobile hardware. We also evaluate various state-of-the-art localization approaches, the robustness of our visual tracking method, and demonstrate the effectiveness of our system in real-life scenarios.
Lewis Baker, Jonathan Ventura, Tobias Langlotz, Shazia Gul, Steven Mills, Stefanie Zollmann
Vis. Comput.2
2023 P1AC: Revisiting Absolute Pose From a Single Affine Correspondence
abstract
Affine correspondences have traditionally been used to improve feature matching over wide baselines. While recent work has successfully used affine correspondences to solve various relative camera pose estimation problems, less attention has been given to their use in absolute pose estimation. We introduce the first general solution to the problem of estimating the pose of a calibrated camera given a single observation of an oriented point and an affine correspondence. The advantage of our approach (P1AC) is that it requires only a single correspondence, in comparison to the traditional point-based approach (P3P), significantly reducing the combinatorics in robust estimation. P1AC provides a general solution that removes restrictive assumptions made in prior work and is applicable to large-scale image-based localization. We propose a minimal solution to the P1AC problem and evaluate our novel solver on synthetic data, showing its numerical stability and performance under various types of noise. On standard image-based localization benchmarks we show that P1AC achieves more accurate results than the widely used P3P algorithm. Code for our method is available at https://github.com/jonathanventura/P1AC/.
Jonathan Ventura, Zuzana Kukelova, Torsten Sattler, Daniel Barath
ICCV1
2023 Discussing the History of Ideas in a Data Science Seminar
abstract
As one part of an NSF-sponsored Data Science Fellowship at Cal Poly, San Luis Obispo, a group of faculty offered a unique one-unit quarter-long seminar on the history of ideas behind the core principles of Data Science. We present an overview of this seminar, its learning objectives, and outcomes and lessons learned.
Paul E. Anderson 0001, Kelly Bodwin, Alex Dekhtyar, Hunter Glanz, Foaad Khosmood, Lubomir Stanchev, Dennis L. Sun, Jonathan Ventura
SIGCSE (2)8
2022 PanoSynthVR: Toward Light-weight 360-Degree View Synthesis from a Single Panoramic Input
abstract
We investigate how real-time, 360° view synthesis can be achieved on current virtual reality hardware from a single panoramic image input. We introduce a light-weight method to automatically convert a single panoramic input into a multi-cylinder image representation that supports real-time, free-viewpoint view synthesis rendering for virtual reality. We apply an existing convolutional neural network trained on pinhole images to a cylindrical panorama with wrap padding to ensure agreement between the left and right edges. The network outputs a stack of semi-transparent panoramas at varying depths which can be easily rendered and composited with over blending. Quantitative experiments and a user study show that the method produces convincing parallax and fewer artifacts than a textured mesh representation.
John Waidhofer, Richa Gadgil, Anthony Dickson, Stefanie Zollmann, Jonathan Ventura
ISMAR5
2021 Self-Supervised Poisson-Gaussian Denoising
abstract
We extend the blindspot model for self-supervised denoising to handle Poisson-Gaussian noise and introduce an improved training scheme that avoids hyperparameters and adapts the denoiser to the test data. Self-supervised models for denoising learn to denoise from only noisy data and do not require corresponding clean images, which are difficult or impossible to acquire in some application areas of interest such as low-light microscopy. We introduce a new training strategy to handle Poisson-Gaussian noise which is the standard noise model for microscope images. Our new strategy eliminates hyperparameters from the loss function, which is important in a self-supervised regime where no ground truth data is available to guide hyperparameter tuning. We show how our denoiser can be adapted to the test data to improve performance. Our evaluations on microscope image denoising benchmarks validate our approach.
Wesley Khademi, Sonia Rao, Clare Minnerath, Guy Hagen, Jonathan Ventura
WACV5
2020 Message from the ISMAR 2020 Science and Technology Program Chairs
Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann
ISMAR3
2020 Message from the ISMAR 2020 Science and Technology Program Chairs and TVCG Guest Editors
abstract
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the TVCG papers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world.
Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann
ISMAR3
2020 CasualStereo: Casual Capture of Stereo Panoramas with Spherical Structure-from-Motion
abstract
Hand-held capture of stereo panoramas involves spinning the camera in a roughly circular path to acquire a dense set of views of the scene. However, most existing structure-from-motion pipelines fail when trying to reconstruct such trajectories, due to the small baseline between frames. In this work, we evaluate the use of spherical structure-from-motion for reconstructing handheld stereo panorama captures. The spherical motion constraint introduces a strong regularization on the structure-from-motion process which mitigates the small-baseline problem, making it well-suited to the use case of stereo panorama capture with a handheld camera. We demonstrate the effectiveness of spherical structure-from-motion for casual capture of high-resolution stereo panoramas and validate our results with a user study.
Lewis Baker, Steven Mills, Stefanie Zollmann, Jonathan Ventura
VR4
2020 SPLAT: Spherical Localization and Tracking in Large Spaces
abstract
When implementing an Augmented Reality (AR) interface, it is essential to track camera motion in order to precisely register the virtual overlay in the view of the user. However, unlike most indoor AR scenarios, in many outdoor scenarios the user maintains a static position performing mostly rotational movements. Simultaneous Localization and Mapping (SLAM) methods typically used to solve the tracking problem require significant translational camera motion to perform reliably. The magnitude of the required translation is proportional to the size of the scene, exacerbating this problem in large environments such as open places or stadiums. In this paper, we present an alternative SLAM method, which combines spherical Structure-from-Motion and a robust 3D tracking method. We compare our method to ORB SLAM2 in synthetic and real tests, and show that our method can track more reliably in large spaces, with simpler calculation due to the spherical motion constraint. We discuss this issue in the context of implementing an AR interface for live sport events in stadiums or other open environments, but possible application scenarios for our technique go beyond and can be applied to handheld AR in many outdoor environments.
Lewis Baker, Jonathan Ventura, Stefanie Zollmann, Steven Mills, Tobias Langlotz
VR2
2020 CasualVRVideos: VR videos from casual stationary videos
abstract
Thanks to the ubiquity of devices capable of recording and playing back video, the amount of video files is growing at a rapid rate. Most of us have now video recordings of major events in our lives. However, until today, these videos are captured mainly in 2D and are mostly used for screen-based video replay. Currently there is no way for watching them in more immersive environments such as on a VR headset. They are simply not optimized for playback in stereoscopic displays or even tracked Virtual Reality devices.
Stefanie Zollmann, Anthony Dickson, Jonathan Ventura
VRST3
2020 The Overlooked Elephant of Object Detection: Open Set
abstract
Even though object detection is a popular area of research that has found considerable applications in the real world, it has some fundamental aspects that have never been formally discussed and experimented. One of the core aspects of evaluating object detectors has been the ability to avoid false detections. While major datasets like PASCAL VOC or MSCOCO extensively test the detectors on their ability to avoid false positives, they do not differentiate between their closed-set and open-set performance. Despite systems being trained to reject everything other than the classes of interest, unknown objects from the open world end up being incorrectly detected as known objects, often with very high confidence. This paper is the first to formalize the problem of open-set object detection and propose the first open-set object detection protocol. Moreover, the paper provides a new evaluation metric to analyze the performance of some state-of-the-art detectors and discusses their performance differences.
Akshay Raj Dhamija, Manuel Günther, Jonathan Ventura, Terrance E. Boult
WACV3
2020 Message from the ISMAR 2020 Science and Technology Program Chairs and TVCG Guest Editors
abstract
In this special issue ofIEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present theTVCGpapers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world.
Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann
IEEE Trans. Vis. Comput. Graph.3
2019 Spherical Structure-from-Motion for Casual Capture of Stereo Panoramas
abstract
Hand-held capture of stereo panoramas involves spinning the camera in a roughly circular path to acquire a dense set of views of the scene. However, most existing structure-from-motion pipelines fail when trying to reconstruct such trajectories, due to the small baseline between frames. In this work, we propose to use spherical structure-from-motion for reconstructing handheld stereo panorama captures. Our initial results show that spherical motion constraints are critical for reconstructing small-baseline, circular trajectories.
Lewis Baker, Stefanie Zollmann, Jonathan Ventura
VR3
2017 Cross-Modal Facial Attribute Recognition with Geometric Features
abstract
We propose a purely geometric approach to facial attribute recognition which has better cross-modal performance than a state-of-the-art appearance-based method. While labeled color imagery is plentiful for facial attribute learning, labeled imagery in other modalities such as infrared is comparatively rare. Because face appearance is significantly altered in infrared imagery, standard attribute recognition methods trained on color imagery may not transfer well. To address this problem, we propose attribute recognition based purely on geometric information, i.e. geometric relationships derived from a facial landmark detector. We show that our method outperforms a state-of-the-art appearance-based method in attribute recognition when both are trained on color images and tested on infrared images.
Chloe Bradley, Terrance E. Boult, Jonathan Ventura
FG3
2016 Structure from Motion on a Sphere
Jonathan Ventura
ECCV (3)1
2015 An Efficient Minimal Solution for Multi-camera Motion
abstract
Summary form only given. We propose an efficient method for estimating the motion of a multi-camera rig from a minimal set of feature correspondences. Existing methods for solving the multi-camera relative pose problem require extra correspondences, are slow to compute, and/or produce a multitude of solutions. Our solution uses a first-order approximation to relative pose in order to simplify the problem and produce an accurate estimate quickly. The solver is applicable to sequential multi-camera motion estimation and is fast enough for real-time implementation in a random sampling framework. Our experiments show that our approach is both stable and efficient on challenging test sequences.
Jonathan Ventura, Clemens Arth, Vincent Lepetit
ICCV1
2015 A Particle Filter Approach to Outdoor Localization Using Image-Based Rendering
abstract
We propose an outdoor localization system using a particle filter. In our approach, a textured, geo-registered model of the outdoor environment is used as a reference to estimate the pose of a smartphone. The device position and the orientation obtained from a Global Positioning System (GPS) receiver and an inertial measurement unit (IMU) are used as a first estimation of the true pose. Then, multiple pose hypotheses are randomly distributed about the GPS/IMU measurement and use to produce renderings of the virtual model. With vision-based methods, the rendered images are compared with the image received from the smartphone, and the matching scores are used to update the particle filter. The outcome of our system improves the camera pose estimate in real time without user assistance.
Christian Poglitsch, Clemens Arth, Dieter Schmalstieg, Jonathan Ventura
ISMAR4
2015 Image-space illumination for augmented reality in dynamic environments
abstract
We present an efficient approach for probeless light estimation and coherent rendering of Augmented Reality in dynamic scenes. This approach can handle dynamically changing scene geometry and dynamically changing light sources in real time with a single mobile RGB-D sensor and without relying on an invasive lightprobe. We jointly filter both in-view dynamic geometry and outside-view static geometry. The resulting reconstruction provides the input for efficient global illumination computation in image-space. We demonstrate that our approach can deliver state-of-the-art Augmented Reality rendering effects for scenes that are more scalable and more dynamic than previous work.
Lukas Gruber, Jonathan Ventura, Dieter Schmalstieg
VR2
2015 Instant Outdoor Localization and SLAM Initialization from 2.5D Maps
abstract
We present a method for large-scale geo-localization and global tracking of mobile devices in urban outdoor environments. In contrast to existing methods, we instantaneously initialize and globally register a SLAM map by localizing the first keyframe with respect to widely available untextured 2.5D maps. Given a single image frame and a coarse sensor pose prior, our localization method estimates the absolute camera orientation from straight line segments and the translation by aligning the city map model with a semantic segmentation of the image. We use the resulting 6DOF pose, together with information inferred from the city map model, to reliably initialize and extend a 3D SLAM map in a global coordinate system, applying a model-supported SLAM mapping approach. We show the robustness and accuracy of our localization approach on a challenging dataset, and demonstrate unconstrained global SLAM mapping and tracking of arbitrary camera motion on several sequences.
Clemens Arth, Christian Pirchheim, Jonathan Ventura, Dieter Schmalstieg, Vincent Lepetit
IEEE Trans. Vis. Comput. Graph.3
2014 A Minimal Solution to the Generalized Pose-and-Scale Problem
abstract
We propose a novel solution to the generalized camera pose problem which includes the internal scale of the generalized camera as an unknown parameter. This further generalization of the well-known absolute camera pose problem has applications in multi-frame loop closure. While a well-calibrated camera rig has a fixed and known scale, camera trajectories produced by monocular motion estimation necessarily lack a scale estimate. Thus, when performing loop closure in monocular visual odometry, or registering separate structure-from-motion reconstructions, we must estimate a seven degree-of-freedom similarity transform from corresponding observations. Existing approaches solve this problem, in specialized configurations, by aligning 3D triangulated points or individual camera pose estimates. Our approach handles general configurations of rays and points and directly estimates the full similarity transformation from the 2D-3D correspondences. Four correspondences are needed in the minimal case, which has eight possible solutions. The minimal solver can be used in a hypothesize-and-test architecture for robust transformation estimation. Our solver also produces a least-squares estimate in the overdetermined case. The approach is evaluated experimentally on synthetic and real datasets, and is shown to produce higher accuracy solutions to multi-frame loop closure than existing approaches.
Jonathan Ventura, Clemens Arth, Gerhard Reitmayr, Dieter Schmalstieg
CVPR1
2014 Workshop on tracking methods & applications
abstract
The focus of this workshop is on all issues related to tracking for mixed and augmented reality applications. Unlike the tracking sessions of the main conference, this workshop does not require pure novelty of the proposed methods; it rather encourages presentations that concentrate on complete systems and integrated approaches engineered to run in real-world scenarios. The research felds covered include self-localization using computer vision or other sensing modalities (such as depth cameras, GPS, inertial, etc.) and tracking systems issues (such as system design, calibration, estimation, fusion, etc.). This year's focus is also expanded to research on object detection and semantic scene understanding with relevance to augmented reality. Implementations on mobile devices and under real-time constraints are also part of the workshop focus. These are issues of core importance for practical augmented reality systems.
Jonathan Ventura, Daniel Wagner 0003, Daniel Kurz, Harald Wuest, Selim Benhimane
ISMAR1
2014 Model Estimation and Selection towardsUnconstrained Real-Time Tracking and Mapping
abstract
We present an approach and prototype implementation to initialization-free real-time tracking and mapping that supports any type of camera motion in 3D environments, that is, parallax-inducing as well as rotation-only motions. Our approach effectively behaves like a keyframe-based Simultaneous Localization and Mapping system or a panorama tracking and mapping system, depending on the camera movement. It seamlessly switches between the two modes and is thus able to track and map through arbitrary sequences of parallax-inducing and rotation-only camera movements. The system integrates both model-based and model-free tracking, automatically choosing between the two depending on the situation, and subsequently uses the "Geometric Robust Information Criterion" to decide whether the current camera motion can best be represented as a parallax-inducing motion or a rotation-only motion. It continues to collect and map data after tracking failure by creating separate tracks which are later merged if they are found to overlap. This is in contrast to most existing tracking and mapping systems, which suspend tracking and mapping and thus discard valuable data until relocalization with respect to the initial map is successful. We tested our prototype implementation on a variety of video sequences, successfully tracking through different camera motions and fully automatically building combinations of panoramas and 3D structure.
Steffen Gauglitz, Chris Sweeney, Jonathan Ventura, Matthew Turk 0001, Tobias Höllerer
IEEE Trans. Vis. Comput. Graph.3
2014 Global Localization from Monocular SLAM on a Mobile Phone
abstract
We propose the combination of a keyframe-based monocular SLAM system and a global localization method. The SLAM system runs locally on a camera-equipped mobile client and provides continuous, relative 6DoF pose estimation as well as keyframe images with computed camera locations. As the local map expands, a server process localizes the keyframes with a pre-made, globally-registered map and returns the global registration correction to the mobile client. The localization result is updated each time a keyframe is added, and observations of global anchor points are added to the client-side bundle adjustment process to further refine the SLAM map registration and limit drift. The end result is a 6DoF tracking and mapping system which provides globally registered tracking in real-time on a mobile device, overcomes the difficulties of localization with a narrow field-of-view mobile phone camera, and is not limited to tracking only in areas covered by the offline reconstruction.
Jonathan Ventura, Clemens Arth, Gerhard Reitmayr, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1
2012 Live tracking and mapping from both general and rotation-only camera motion
abstract
We present an approach to real-time tracking and mapping that supports any type of camera motion in 3D environments, that is, general (parallax-inducing) as well as rotation-only (degenerate) motions. Our approach effectively generalizes both a panorama mapping and tracking system and a keyframe-based Simultaneous Localization and Mapping (SLAM) system, behaving like one or the other depending on the camera movement. It seamlessly switches between the two and is thus able to track and map through arbitrary sequences of general and rotation-only camera movements. Key elements of our approach are to design each system component such that it is compatible with both panoramic data and Structure-from-Motion data, and the use of the `Geometric Robust Information Criterion' to decide whether the transformation between a given pair of frames can best be modeled with an essential matrix E, or with a homography H. Further key features are that no separate initialization step is needed, that the reconstruction is unbiased, and that the system continues to collect and map data after tracking failure, thus creating separate tracks which are later merged if they overlap. The latter is in contrast to most existing tracking and mapping systems, which suspend tracking and mapping, thus discarding valuable data, while trying to relocalize the camera with respect to the initial map. We tested our system on a variety of video sequences, successfully tracking through different camera motions and fully automatically building panoramas as well as 3D structures.
Steffen Gauglitz, Chris Sweeney, Jonathan Ventura, Matthew Turk 0001, Tobias Höllerer
ISMAR3
2012 Wide-area scene mapping for mobile visual tracking
abstract
We propose a system for easily preparing arbitrary wide-area environments for subsequent real-time tracking with a handheld device. Our system evaluation shows that minimal user effort is required to initialize a camera tracking session in an unprepared environment. We combine panoramas captured using a handheld omnidirectional camera from several viewpoints to create a point cloud model. After the offline modeling step, live camera pose tracking is initialized by feature point matching, and continuously updated by aligning the point cloud model to the camera image. Given a reconstruction made with less than five minutes of video, we achieve below 25 cm translational error and 0.5 degrees rotational error for over 80% of images tested. In contrast to camera-based simultaneous localization and mapping (SLAM) systems, our methods are suitable for handheld use in large outdoor spaces.
Jonathan Ventura, Tobias Höllerer
ISMAR1
2012 Workshop 3: IEEE ISMAR 2012 workshop on tracking methods and applications (TMA)
abstract
The focus of this workshop is on presenting, discussing and demonstrating recent tracking methods and applications that work well in practice and that show some superiority over state-of-the-art methods. Rather than focusing on pure novelty, this workshop encourages presentations that concentrate on complete systems and integrated approaches. The TMA workshop looks at pose tracking from an end-to-end point of view.
Daniel Wagner 0003, Jonathan Ventura, Gerhard Reitmayr, Hideo Saito 0001, Selim Benhimane
ISMAR2
2011 Outdoor mobile localization from panoramic imagery
abstract
We describe an end-to-end system for mobile, vision-based localization and tracking in urban environments. Our system uses panoramic imagery which is processed and indexed to provide localization coverage over a large area using few capture points. We utilize a client-server model which allows for remote computation and data storage while maintaining real-time tracking performance. Previous search results are cached and re-used by the mobile client to minimize communication overhead. We evaluate the use of the system for flexible real-time camera tracking in large outdoor spaces.
Jonathan Ventura, Tobias Höllerer
ISMAR1
2011 Fast and scalable keypoint recognition and image retrieval using binary codes
abstract
In this paper we report an evaluation of keypoint descriptor compression using as little as 16 bits to describe a single keypoint. We use spectral hashing to compress keypoint descriptors, and match them using the Hamming distance. By indexing the keypoints in a binary tree, we can quickly recognize keypoints with a very small database, and efficiently insert new keypoints. Our tests using image datasets with perspective distortion show the method to enable fast keypoint recognition and image retrieval with a small code size, and point towards potential applications for scalable visual SLAM on mobile phones.
Jonathan Ventura, Tobias Höllerer
WACV1
2010 The City of Sights: Design, construction, and measurement of an Augmented Reality stage set
abstract
We describe the design and implementation of a physical and virtual model of an imaginary urban scene-the “City of Sights”- that can serve as a backdrop or “stage” for a variety of Augmented Reality (AR) research. We argue that the AR research community would benefit from such a standard model dataset which can be used for evaluation of such AR topics as tracking systems, modeling, spatial AR, rendering tests, collaborative AR and user interface design. By openly sharing the digital blueprints and assembly instructions for our models, we allow the proposed set to be physically replicable by anyone and permit customization and experimental changes to the stage design which enable comprehensive exploration of algorithms and methods. Furthermore we provide an accompanying rich dataset consisting of video sequences under varying conditions with ground truth camera pose. We employed three different ground truth acquisition methods to support a broad range of use cases. The goal of our design is to enable and improve the replicability and evaluation of future augmented reality research.
Lukas Gruber, Steffen Gauglitz, Jonathan Ventura, Stefanie Zollmann, Manuel J. Huber, Michael Schlegel, Gudrun Klinker, Dieter Schmalstieg, Tobias Höllerer
ISMAR3
2009 Online environment model estimation for augmented reality
abstract
Augmented reality applications often rely on a detailed environment model to support features such as annotation and occlusion. Usually, such a model is constructed offline, which restricts the generality and mobility of the AR experience. In online SLAM approaches, the fidelity of the model stays at the level of landmark feature maps. In this work we introduce a system which constructs a textured geometric model of the user's environment as it is being explored. First, 3D feature tracks are organized into roughly planar surfaces. Then, image patches in keyframes are assigned to the planes in the scene using stereo analysis. The system runs as a background process and continually updates and improves the model over time. This environment model can then be rendered into new frames to aid in several common but difficult AR tasks such as accurate real-virtual occlusion and annotation placement.
Jonathan Ventura, Tobias Höllerer
ISMAR1
2009 Evaluating the effects of tracker reliability and field of view on a target following task in augmented reality
abstract
We examine the effect of varying levels of immersion on the performance of a target following task in augmented reality (AR) X-ray vision. We do this using virtual reality (VR) based simulation. We analyze participant performance while varying the field of view of the AR display, as well as the reliability of the head tracking sensor as our components of immersion. In low reliability conditions, we simulate sensor dropouts by disabling the augmented view of the scene for brief time periods. Our study gives insight into the effect of tracking sensor reliability, as well as the relationship between sensor reliability and field of view on user performance in a target following task in a simulated AR system.
Jonathan Ventura, Marcus Jang, Tyler Crain, Tobias Höllerer, Doug A. Bowman
VRST1
2008 Fast annotation and modeling with a single-point laser range finder
abstract
This paper presents methodology for integrating a small, single-point laser range finder into a wearable augmented reality system. We first present a way of creating object-aligned annotations with very little user effort. Second, we describe techniques to segment and pop-up foreground objects. Finally, we introduce a method using the laser range finder to incrementally build 3D panoramas from a fixed observerpsilas location. To build a 3D panorama semi-automatically, we track the systempsilas orientation and use the sparse range data acquired as the user looks around in conjunction with real-time image processing to construct geometry around the userpsilas position. Using full 3D panoramic geometry, it is possible for new virtual objects to be placed in the scene with proper lighting and occlusion by real world objects, which increases the expressivity of the AR experience.
Jason Wither, Christopher Coffin, Jonathan Ventura, Tobias Höllerer
ISMAR3