After quite some time in heads down mode I want to share with you a first glimpse at where is SSTT is heading. Obviously, the target in the demo is a sheet of paper but the internal pipeline is completely spatial. SSTT sports its own vision core with a JIT backend and a high performance math module. Everything is bundled and plug-able. Even in this early stage the tracking system is being tested across a wide range of mobile devices including smart glasses.
Some trial with a paper from Sattar et al. - with a current project I needed a faster and more robust marker system. Just a first draft with lots of room for improvement.
SSTT Bounce is a simple AR Browser, literally. It uses a WebKit based browser and adds fast AR NFT tracking to it. Rendering is done by using three.js. Beside that, Bounce can be also used as an authoring environment, it automatically detects changes in the file structure and reloads files accordingly. This allows for some nifty "in-place" editing.
Beware, its not optimized to say the least, nor otherwise safe to use. It will eat little kittens for breakfast. If you are still not scared, give it a go.
we would like to invite you to the 9th Winter Augmented Reality Meeting (WARM2014) to be held on February 26-27, 2014 in Graz, Austria. WARM is a workshop plus optional skiing event (February 28-March 2, 2014). It was founded in 2005 and has since grown in numbers of attendees each year. Thank you for joining! You can head over to the WARM 2014 website to read more and see the pictures from the event.
For a project I was reviewing a number of WebGL engines with focus on Augmented Reality. As WebGL is rather similar to OpenGL ES 2.0 there are numerous reasons to use an engine rather than rolling your own code - dealing with matrix transformations and uniform just to name a few things. And there are a number of WebGL engines already out there. Even reviews of WebGL engines can be found aplenty on the web, with varying depth and also scope here and here. Here you find a quick overview of WebGL engines that focuses on Augmented Reality in conjunction with WebGL.
we would like to invite you to the 8th Winter Augmented Reality Meeting (WARM2013) to be held on February 13-14, 2013 in Graz, Austria. WARM is a workshop plus optional skiing event (February 15-17, 2013). It was founded in 2005 and has since grown in numbers of attendees each year.
Dear friends and colleagues. Please consider sending your WiP or position papers to 2nd IEEE workshop on Solution for Augmented Reality Authoring. It is the second installment of this workshop and I am certain we have plenty to work on.
We are delighted to have Ken Perlin as a keynote speaker. Please have a look at the schedule. Looking forward to meet you in Atlanta.
we have another Winter Augmented Reality Meeting in Graz at Graz University of Technology in 2012 - please check the WARM'12 website. I think it will be a terrific event. Hope to see you in Graz. If you have any question please contact me.
And a quick update. We are delighted to have Prof. Tom Drummond as our keynote speaker. Submission for workshop talks extended to 30 December!
Our team of the ICG will attend with 14 people. Even I am already having a large number of appointments, I am happy to meet up with you. Just email me!
We kindly invite you to submit papers to our ISMAR 2011 workshop. The motivation of this workshop is to discuss future directions of content authoring in the field of Augmented Reality, as well as to discuss the current state of art on content creation and asset assembly. The workshop will comprise of a paper session where papers, late-breaking results and overviews over state-of-the-art in content authoring for AR are presented. In the afternoon, we will follow up with a discussion on different topics ranging from AR asset creation to content distribution and a closing session. Deadline for Submissions is extended to 19 September 2011
SSTT NFT is one of the tracking modules in SSTT core. Originally SSTT was conceived to replace the venereal ARToolkit as the standard tracker in osgART. Hence, the original implementation did only consider marker tracking but already abstracted tracking targets, localization and tracking on a higher level. The video below shows a prototype of SSTT with natural feature tracking using a non-optimized SURF descriptor. Due to the rather heavy weight implementation of using SURF without additional optimizations this part is not viable for the mobile version of SSTT.
This project shows a tight convergence between real and virtual using Augmented Reality in combination with physics simulation. As usage scenario we looked at early physics education. And who doesn't love the original The Incredible Machine. So the final outcome was a small authoring tool with an example game that we honorable called the "The Interesting Mechanism". One can add new objects, build ramps, puzzles and levels.
SSTT Simple Cube is a demonstrator application to test the feasibility of vision based Augmented Reality on a larger set of devices. The app itself is not doing anything exciting except that it was the first fast vision based AR demo on the Android Market.
Any ARM based device with Android 2.2 and higher and with a camera.
SSTT visualizer is a viewer application for 3D models enabled with Augmented Reality. It demonstrates the capabilities of the SSTT library. SSTT visualizer augments rectangular symbols in the environment and can be used for a variety of application areas ranging from engineering to medical visualization where 3D prototypes need to be presented within the real environment.
SSTT mobile is a subset of SSTT core optimized for mobile devices. It currently supports only marker tracking, skin and face recognition. SSTT mobile can be used and deployed on a number of devices as listed below. SSTT mobile was originally developed for Windows Mobile 5 and 6 ported to Android, Maemo, iOS and Symbian. Only the iOS, Maemo and especially the Android port are being continued.
SSTT - (Simplified Spatial Target Tracker) is a computer vision based tracking library for Augmented and Mixed Reality applications. SSTT aims to be used for novel interaction methods in AR and therefore prioritizes robustness over speed. It is a versatile toolbox of vision based tracking modules for desktop and embedded systems such as mobile phones. It implements numerous model based approaches from traditional markers, ID based frames, rectangular textured targets, natural feature targets and object recognition with online learning.
osgART is a cross platform toolkit for developing AR applications with the OpenSceneGraph API. osgART was invented by Julian Looser and then made by Raphael Grasset and Hartmut Seichter into a robust software framework with hundreds of useful features. The current working version is 2.x and is available from the osgART Website. osgART is been used in hundreds if not thousands of AR applications in research, education and commercial applications. It is most likely the most used open source AR application framework.
WARM 2011 - Winter Augmented Reality Meeting 2011. The fields of Computer Graphics, Augmented Reality, Computer Vision and Ubiquitous Computing have the potential to be synergistic. However, the overlap and mutual contributions of each area has yet to be expressed and understood. The specialist, immersed in his or her own discipline, struggles to see the "big picture".
This was a consulting project for a company in the AR industry. The goal was to demonstrate the capabilities of SLAM based tracking even on rather low powered hardware. For this purpose a port of MiniPTAM targeting the N900 was created. The goal was to demonstrate if PTAM runs sufficiently fast on the N900 and optimized to the point of running at similar frame rates as on the iPhone. Additionally some effort was put into the project to paralellize the tracking to free up more time per frame for more advanced rendering and other interface enhancements.
PresentAR was developed to shorten the development cycle for AR based advertising. At that time desktop based novelty AR became quite popular and the HIT Lab NZ company, now Motim Technologies needed a quick way to satisfy their customers needs for presenting content such as animated characters, video and the like on tracking targets. Additionally, it was required that the application will have to run on Windows and Mac OS X. Based on that I developed PresentAR which is a conglomerate of OpenSceneGraph, osgART and wxWidgets hold together by a number of auxiliary libraries.
Rovio Augmented Reality was a project in close collaboration with wowwee. In the early stages of the development of the Rovio platform the good guys at wowwee approached the HIT Lab NZ to build Augmented Reality games. This project went from the drafting phase of Rovio to the very final version of the robot. However, it is still not clear how to build compelling AR games with AR mediated telepresence as other projects later have shown.
ComposAR is a framework for developing desktop Augmented Reality applications. The framework consist of a wrapper around OpenSceneGraph and osgART called osgSWIG. ComposAR allows to be adapted into a variety of end user application, spanning from a stand-alone editor and viewer up to an integrated system inside of Pure Data.
Benchworks is a collaborative Augmented Reality application that facilitates in-situ and remote collaboration on urban design proposals. Two users can seamlessly observe virtual and real objects for design purposes. The system was created to test the feasibility of Augmented Reality aided design collaborations in a studio setting.
sketchand+ is the outcome of my final Diplom project as an Architect with Specialization in CAAD at the Bauhaus University, Weimar. My vision was to integrate an emerging technology with the existing workflow in order to support the early stages of design, in particular sketching. Following through with this vision I developed a collaborative augmented reality application for sketching and formal investigation.