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Mobile, cross-platform, life-size animated virtual 
characters in indoors and outdoors AR scenes 
George Papagiannakis, Greasidou Elissavet, Panos Trahanias, Michalis Tsioumas 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 1
Overview 
• State-of-the-art in mobile AR 
• How many Realities? 
• Presence? 
• Our previous AR systems for cultural heritage 
• Current motivation and research questions 
• Methodology 
• Results  Conclusions 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 2
How many Realities? Mixed Reality = AR + VR and AV, CR, IR, HR… 
AR AV 
VR 
MR Reality-Virtuality Continuum 
Extent of World Knowledge 
Real 
Environment 
World 
Unmodeled 
The Mixed Reality (MR) Continuum [Milgram99] [Azuma01] 
Virtual 
Environment 
World Fully 
Modeled 
CR-IR 
HR 
AR-VR: Papagiannakis, G., Schertenleib, S., O'Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D.,. 2005. Mixing Virtual and 
Real scenes in the site of ancient Pompeii. Computer Animation and Virtual Worlds, John Wiley and Sons Ltd 16, 1, 11–24. 
Cross-Reality (CR): Davies, C.J., Miller, A., and Allison, C. 2012. Virtual Time Windows: Applying cross reality to cultural heritage. Proceedings of the 
Postgraduate Conference on the Convergence of Networking and Telecomunications, ISBN: 978-1-902560-26-7. 
Hybrid-Reality (HR): Reda, K., Febretti, A., Knoll, A., et al. 2013. Visualizing Large, Heterogeneous Data in Hybrid-Reality Environments. Computer 
Graphics and Applications, IEEE 33, 4, 38–48. 
Indirect Reality (IR): Wither, J., Tsai, Y.-T., and Azuma, R. 2011. Indirect augmented reality. Computers  Graphics 35, 4, 810–822. 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 3
State-of-the-art and recent advances in AR 
• Latest research surveys in the field 
① Presence and Interaction in Mixed Reality Environments by Egges et al 2007 
② A survey of mobile and wireless technologies for AR Papagiannakis et al 2008 
③ AR technologies, systems and applications by Carmizziani et al 2011 
④ AR in built environment: Classification and implications Wang et al 2013 
⑤ Mobile AR survey: a bottom-up approach Huang et al 2013 
⑥ Kick-starter camera tracking projects and novel glasses: Meta-View, Occipital, 
Atheerlabs, PrimeSense Capri, Google™glasses and recent Samsung, Apple, 
Microsoft patents on AR glasses 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 4
What is Presence 
• “Immersive virtual environments can break the deep, everyday connection between 
where our senses tell us we are and where we are actually located and whom we are 
with”. 
• Typically, the visual fidelity of a VE display is low compared with physical reality. 
• The concept of ‘presence’ refers to the phenomenon of behaving and feeling as if we 
are in the virtual world created by computer displays [Sanchez-Vives05]. 
• Another approach is that the sense of ‘being there’ in a VE is grounded on the ability 
to ‘do’ there [Sanchez-Vives05] and recently extended to MR [Egges07]. 
Sanchez-Vives M., and Slater, M., “From presence to consciousness through virtual reality”. Nature Reviews Neuroscience (2005) vol. 6 (4) pp. pp. 
332-339 
Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities”, The Visual Computer, Springer-Verlag, Volume 
23, Number 5, May 2007 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 5
The importance of Tracking 
• Tracking is the basic enabling technology for Augmented Reality 
• Without accurate tracking you can’t generate the merged real-virtual 
environment 
• Tracking is significantly more difficult in AR than in Virtual Environments 
track 
camera 
generate 
VR 
Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes 
in the site of ancient Pompeii”, Journal of Computer Animation and Virtual Worlds, pp. 11-24, vol. 16, issue 1, John Wiley and Sons Ltd, 
February 2005 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 6
2. MOBILE AR CULTURAL HERITAGE GUIDE ON A SINGLE 
LAPTOP 
Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Arevalo-Poizat, M., Magnenat-Thalmann, N., 
Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes in the site of ancient Pompeii”, Computer 
Animation and Virtual Worlds, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, February 2005. 
Papagiannakis, G., Magnenat-Thalmann, N., “Mobile Augmented Heritage: Enabling Human Life in 
ancient Pompeii”, International Journal of Architectural Computing, Multi-Science Publishing, July 
2007, issue 02, volume 05, pp.395-415, 2007. 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 7
3. AR PRESENCE AND INTERACTION BASED ON A SINGLE MOBILE 
WORKSTATION 
Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities“, 
The Visual Computer, Springer-Verlag, Volume 23, Number 5, May, 2007. 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 9
4. AR SELF ADAPTIVE ANIMATION ON A UMPC 
Chaudhuri, P., Papagiannakis, G., Magnenat-Thalmann, N., “Self adaptive animation based on user 
perspective”, The Visual Computer, Springer-Verlag, 24(7-9), pp. 525-533,July 2008 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 11
Motivation: Research question I 
• Limitations of CG linear algebra 
representations 
• Points, lines, areas, vector products 
• E.g. cross product not defined in 3D 
• CG scientists apply several fixes: 
• Separate data structures (e.g. quaternions) 
• Different combinational programming procedures 
(line-sphere-triangle-plane intersections) 
• Is there an alternative? 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 15
Motivation: Research question II 
• In [Kavan et al. 2008] dual quaternions were employed for geometrical 
skinning (but not for animation). 
• In [Chaudhuri et al. 2008] we employed them for animation blending 
• Dual quaternions: 
q ˆ= ( q, q, q, q)+ε ( q, q, q, q) = q+εq1234 01020304 0 ε 
• where qε and q0 are real quaternions and ε is the dual number where ε2 = 0 . This looks 
just like Clifford’s biquaternion q + ωr where ω2 = 0 [Clifford 1873]. 
• In our recent geometric algebra (GA) [Papagiannakis 2013] framework we 
replaced quaternions with GA: 
• Character animation blending 
• Drop-in, efficient replacement 
of existing quaternion spherical interpolation methods 
• Can this GA framework be employed in modern ARM architectures for 
mobile AR? 
[Clifford 1873] CLIFFORD, W.K. 1873. A preliminary sketch of biquaternions. Proc. London Math. Soc. 4:381–395 
[Kavan 2008] KAVAN, L., COLLINS, S., ZARA, J., AND CO'SULLIVAN. 2008. Geometric skinning with approximate dual quaternion blending. ACM Transactions on Graphics. 
[Chaudhuri 2008] CHAUDHURI, P., PAPAGIANNAKIS, G., AND MAGNENAT-THALMANN, N. 2008. Self Adaptive Animation based on User Perspective. The Visual Computer, Springer-Verlag 24, 
7-9, 525–533. 
[Papagiannakis 2013] PAPAGIANNAKIS, G. 2013. Geometric algebra rotors for skinned character animation blending. Technical Brief, ACM SIGGRAPH ASIA 2013, Hong Kong, November 
2013, 1–6. 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 16
Contribution: Main novelties 
• Use of GA for encoding 
orientations, for mobile AR 
devices (ARM architecture) 
• The GA rotors e(φ I*α/2n) can 
convert any axis α (not only at 
the origin) into a rotational 
operator. 
• Quaternions can be used only on 
other quaternions. 
• GA rotors are universal operators 
capable of rotating other subspaces: 
lines, planes, and volumes as first 
class operators. 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 19
Results on mobile AR 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 20
glGA Framework: architecture I 
21 
Resources 
Textures Shader Programs 3D Models 
glGA 
Utilities 
glGAHelper Application 
glGARigMesh 
glGAMesh 
PlatformWrapper 
Init 
Display 
Platforms 
Windows Mac Linux IOS 
External 
Libraries 
GLEW 
GLFW 
AntTweakBar 
GLM 
Assimp 
ImageMagick 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 21
Future Work 
• Finalize the Roman Forum virtual characters according to 
archaeologists 
• fully subsume existing different algebras (linear algebra, (dual) 
quaternion) under a single representation in a GA algebraic 
framework, 
• including translation and scaling transformations 
• Employ GA rotors for real-time gesture tracking and area light 
rotation and rendering 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 24
Presence or Realism for digital heritage? 
Computer graphics modelling, animation and rendering technology tools demo, Whiskytree.com, ACM 
SIGGRAPH 2013 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 25
Thank you! 
University of Crete  Foundation for Research and Technology - Hellas 
EVA/MINERVA 2014, Slide 26

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I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014

  • 1. Mobile, cross-platform, life-size animated virtual characters in indoors and outdoors AR scenes George Papagiannakis, Greasidou Elissavet, Panos Trahanias, Michalis Tsioumas University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 1
  • 2. Overview • State-of-the-art in mobile AR • How many Realities? • Presence? • Our previous AR systems for cultural heritage • Current motivation and research questions • Methodology • Results Conclusions University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 2
  • 3. How many Realities? Mixed Reality = AR + VR and AV, CR, IR, HR… AR AV VR MR Reality-Virtuality Continuum Extent of World Knowledge Real Environment World Unmodeled The Mixed Reality (MR) Continuum [Milgram99] [Azuma01] Virtual Environment World Fully Modeled CR-IR HR AR-VR: Papagiannakis, G., Schertenleib, S., O'Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D.,. 2005. Mixing Virtual and Real scenes in the site of ancient Pompeii. Computer Animation and Virtual Worlds, John Wiley and Sons Ltd 16, 1, 11–24. Cross-Reality (CR): Davies, C.J., Miller, A., and Allison, C. 2012. Virtual Time Windows: Applying cross reality to cultural heritage. Proceedings of the Postgraduate Conference on the Convergence of Networking and Telecomunications, ISBN: 978-1-902560-26-7. Hybrid-Reality (HR): Reda, K., Febretti, A., Knoll, A., et al. 2013. Visualizing Large, Heterogeneous Data in Hybrid-Reality Environments. Computer Graphics and Applications, IEEE 33, 4, 38–48. Indirect Reality (IR): Wither, J., Tsai, Y.-T., and Azuma, R. 2011. Indirect augmented reality. Computers Graphics 35, 4, 810–822. University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 3
  • 4. State-of-the-art and recent advances in AR • Latest research surveys in the field ① Presence and Interaction in Mixed Reality Environments by Egges et al 2007 ② A survey of mobile and wireless technologies for AR Papagiannakis et al 2008 ③ AR technologies, systems and applications by Carmizziani et al 2011 ④ AR in built environment: Classification and implications Wang et al 2013 ⑤ Mobile AR survey: a bottom-up approach Huang et al 2013 ⑥ Kick-starter camera tracking projects and novel glasses: Meta-View, Occipital, Atheerlabs, PrimeSense Capri, Google™glasses and recent Samsung, Apple, Microsoft patents on AR glasses University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 4
  • 5. What is Presence • “Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with”. • Typically, the visual fidelity of a VE display is low compared with physical reality. • The concept of ‘presence’ refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays [Sanchez-Vives05]. • Another approach is that the sense of ‘being there’ in a VE is grounded on the ability to ‘do’ there [Sanchez-Vives05] and recently extended to MR [Egges07]. Sanchez-Vives M., and Slater, M., “From presence to consciousness through virtual reality”. Nature Reviews Neuroscience (2005) vol. 6 (4) pp. pp. 332-339 Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities”, The Visual Computer, Springer-Verlag, Volume 23, Number 5, May 2007 University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 5
  • 6. The importance of Tracking • Tracking is the basic enabling technology for Augmented Reality • Without accurate tracking you can’t generate the merged real-virtual environment • Tracking is significantly more difficult in AR than in Virtual Environments track camera generate VR Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes in the site of ancient Pompeii”, Journal of Computer Animation and Virtual Worlds, pp. 11-24, vol. 16, issue 1, John Wiley and Sons Ltd, February 2005 University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 6
  • 7. 2. MOBILE AR CULTURAL HERITAGE GUIDE ON A SINGLE LAPTOP Papagiannakis, G., Schertenleib, S., O’Kennedy, B., Arevalo-Poizat, M., Magnenat-Thalmann, N., Stoddart, A., Thalmann, D., “Mixing Virtual and Real scenes in the site of ancient Pompeii”, Computer Animation and Virtual Worlds, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, February 2005. Papagiannakis, G., Magnenat-Thalmann, N., “Mobile Augmented Heritage: Enabling Human Life in ancient Pompeii”, International Journal of Architectural Computing, Multi-Science Publishing, July 2007, issue 02, volume 05, pp.395-415, 2007. University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 7
  • 8. 3. AR PRESENCE AND INTERACTION BASED ON A SINGLE MOBILE WORKSTATION Egges, A., Papagiannakis, G., Magnenat-Thalmann, N., “Presence and Interaction in Mixed Realities“, The Visual Computer, Springer-Verlag, Volume 23, Number 5, May, 2007. University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 9
  • 9. 4. AR SELF ADAPTIVE ANIMATION ON A UMPC Chaudhuri, P., Papagiannakis, G., Magnenat-Thalmann, N., “Self adaptive animation based on user perspective”, The Visual Computer, Springer-Verlag, 24(7-9), pp. 525-533,July 2008 University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 11
  • 10. Motivation: Research question I • Limitations of CG linear algebra representations • Points, lines, areas, vector products • E.g. cross product not defined in 3D • CG scientists apply several fixes: • Separate data structures (e.g. quaternions) • Different combinational programming procedures (line-sphere-triangle-plane intersections) • Is there an alternative? University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 15
  • 11. Motivation: Research question II • In [Kavan et al. 2008] dual quaternions were employed for geometrical skinning (but not for animation). • In [Chaudhuri et al. 2008] we employed them for animation blending • Dual quaternions: q ˆ= ( q, q, q, q)+ε ( q, q, q, q) = q+εq1234 01020304 0 ε • where qε and q0 are real quaternions and ε is the dual number where ε2 = 0 . This looks just like Clifford’s biquaternion q + ωr where ω2 = 0 [Clifford 1873]. • In our recent geometric algebra (GA) [Papagiannakis 2013] framework we replaced quaternions with GA: • Character animation blending • Drop-in, efficient replacement of existing quaternion spherical interpolation methods • Can this GA framework be employed in modern ARM architectures for mobile AR? [Clifford 1873] CLIFFORD, W.K. 1873. A preliminary sketch of biquaternions. Proc. London Math. Soc. 4:381–395 [Kavan 2008] KAVAN, L., COLLINS, S., ZARA, J., AND CO'SULLIVAN. 2008. Geometric skinning with approximate dual quaternion blending. ACM Transactions on Graphics. [Chaudhuri 2008] CHAUDHURI, P., PAPAGIANNAKIS, G., AND MAGNENAT-THALMANN, N. 2008. Self Adaptive Animation based on User Perspective. The Visual Computer, Springer-Verlag 24, 7-9, 525–533. [Papagiannakis 2013] PAPAGIANNAKIS, G. 2013. Geometric algebra rotors for skinned character animation blending. Technical Brief, ACM SIGGRAPH ASIA 2013, Hong Kong, November 2013, 1–6. University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 16
  • 12. Contribution: Main novelties • Use of GA for encoding orientations, for mobile AR devices (ARM architecture) • The GA rotors e(φ I*α/2n) can convert any axis α (not only at the origin) into a rotational operator. • Quaternions can be used only on other quaternions. • GA rotors are universal operators capable of rotating other subspaces: lines, planes, and volumes as first class operators. University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 19
  • 13. Results on mobile AR University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 20
  • 14. glGA Framework: architecture I 21 Resources Textures Shader Programs 3D Models glGA Utilities glGAHelper Application glGARigMesh glGAMesh PlatformWrapper Init Display Platforms Windows Mac Linux IOS External Libraries GLEW GLFW AntTweakBar GLM Assimp ImageMagick University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 21
  • 15. Future Work • Finalize the Roman Forum virtual characters according to archaeologists • fully subsume existing different algebras (linear algebra, (dual) quaternion) under a single representation in a GA algebraic framework, • including translation and scaling transformations • Employ GA rotors for real-time gesture tracking and area light rotation and rendering University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 24
  • 16. Presence or Realism for digital heritage? Computer graphics modelling, animation and rendering technology tools demo, Whiskytree.com, ACM SIGGRAPH 2013 University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 25
  • 17. Thank you! University of Crete Foundation for Research and Technology - Hellas EVA/MINERVA 2014, Slide 26