Augmented Reality Using High Fidelity Spherical Panorama with HDRI
Zi Siang See *
University of Canterbury
Mark Billinghurst Ș
University of Canterbury
Abstract
This paper presents an experimental method and apparatus for
producing spherical panoramas with high dynamic range imaging
(HDRI). Our method is optimized for providing high fidelity
augmented reality (AR) image-based environment recognition for
mobile devices. Previous studies have shown that a pre-produced
panorama image can be used to make AR tracking possible for
mobile AR applications. However, there has been little research on
determining the qualities of the source panorama image necessary
for creating high fidelity AR experiences. Panorama image
production can have various challenges that can result in inaccurate
reproduction of images that do not allow correct virtual graphics to
be registered in the AR scene. These challenges include using
multiple angle photograph images that contain parallax error, nadir
angle difficulty and limited dynamic range. For mobile AR, we
developed a HDRI method that requires a single acquisition that
extends the dynamic range from a digital negative. This approach
that needs least acquisition time is to be used for multiple angles
necessary for reconstructing accurately reproduced spherical
panorama with sufficient luminance.
Keywords: Augmented Reality, Spherical Panorama, High
Dynamic Range Imaging (HDRI), Mobile AR.
1 Introduction
Mobile Augmented Reality (AR) mixes a live real-world view with
virtual interactive content on a mobile device. One of the key
enablers for this is tracking technology, such as computer vision
techniques for tracking off pre-defined markers or markerless
images. There have been previous studies on using pre-produced
panorama images for AR tracking [Arth et al 2011; DiVerdi et al.
2008; Langlotz et al. 2014]. However, most of these studies
describe how the panorama images can be used for AR tracking,
instead of specifying the method for high fidelity production of the
source panorama images for mobile AR.
In this paper we make the following contributions; We developed
a HDRI method that requires a single acquisition which can achieve
an exposure range usually obtainable by multiple exposures. This
can then be used for reconstructing a high fidelity 360x360 degree
seamless spherical panorama useful for mobile AR tracking.
*e-mail: zisiang@reina.com.my, seezs@utar.edu.my
Ș e-mail: mark.billinghurst@hitlabnz.org
ș e-mail: adriancheok@mixedrealitylab.org
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work must be honored. For all other uses, contact the Owner/Author. Copyright is
held by the owner/author(s).
Zi Siang See, Mark Billinghurst, Adrian David Cheok (2015). Augmented reality
using high fidelity spherical panorama with HDRI. SIGGRAPH ASIA 2015 Mobile
Graphics and Interactive Applications, November 02-06, 2015, Kobe, Japan.
ACM 978-1-4503-3928-5/15/11.
http://dx.doi.org/10.1145/2818427.2818445
Adrian David Cheok ș
City University London
2 Related Work
Using panorama images for AR tracking has the advantage of being
able to assign virtual graphics at almost any viewable angle from
the real-world scene relative to the prefixed position from where
the spherical panorama was produced [Arth et al 2011; Langlotz et
al. 2012]. This can result in a markerless AR tracking experience
without needing to alter any real-world elements such as installing
an AR marker on-site. For example, Langlotz et al. [2014] has
shown that it is possible to generate a panorama in real-time on a
mobile phone, track from it, and use it to register various forms of
AR content such as text, 2D and 3D graphics, and audio and video
annotations.
Lieberknecht et al. [2009] has shown that it can be difficult to create
source tracking images, or synthetic images that reproduce the real
effects of real-world phenomena such as lighting, noise, motion
blur, discretization, blooming or limited color depths. Image
elements that influence real-time tracking results include texture
richness, the texture repeatability of the objects to be tracked, the
camera motion and speed, the changes of the object scale, and
variations of the lighting conditions over time.
The production of panorama image for image-based AR needs to
address different uncertainties and potential errors [Arth et al 2011;
Ventura and Höllerer 2013; Wagner et al. 2010; Langlotz et al.
2012]. These may include insufficient dynamic range, parallax
error, inconsistent white balance, nadir angle difficulty,
inconsistent lighting distribution across multiple angles of the same
scene, and ghosting errors due to moving objects in same scene.
Researchers have shown that handheld construction of panorama
source images is superior in terms of convenience and performance
[DiVerdi et al. 2008; Wagner et al. 2010; Langlotz et al. 2012];
however, in this case it may be extremely difficult to totally avoid
human-handling difficulties such as camera motion drifting,
exposure consistency and parallax error.
Normal panorama images may not provide adequate color depth
information for image-based AR tracking during high contrast
lighting scenarios. This limitation can be overcome through the use
of high dynamic range imaging (HDRI) using large numbers of
multiple exposures [Reinhard et al. 2010]. However use of HDRI
for panorama creation can increase the tendency of uncertainties
and potential errors during the process. Hence, our research
explores solutions for creating high fidelity spherical HDRI
panoramas suitable for mobile AR.
3 Method and Apparatus
Creating interactive panoramas is possible by using spherical
panoramas reproduced from multiple angle images [Chen 1995;
Jacobs 2004; Felinto et al 2012]. This section describes a method
for creating spherical panoramas based on HDRI for high fidelity
mobile AR. The ideal reproduction of panorama images for AR
involves reproducing the user’s position and visual information
similar to the real-world objects and environment that is to be
augmented. In our approach, the panoramic image creation can be
facilitated with consistently photographed multiple angle HDRI
images, large resolution, accurate geometrical registration of
objects, and images free from visual abnormality.
(a)
(b)
Zenith
Horizontal angles
Additional 3 nadir acquisition
Pixel value
The first contribution that we made is to create an experimental
camera mounting system for image-capture that will capture fully
immersive panorama images. Figure 1(a) shows the generic
configuration of multiple angle images that are stitched together for
spherical panorama photographic reproduction. Normally the nadir
angle acquisition is difficult because the camera mounting prevents
capturing images from the bottom. Usually, hand-held acquisition
is not an adequate method to overcome this as it provokes drifting,
camera shake and parallax error. Figure 1(b) demonstrates a
hardware configuration we have proposed that supports multiple
angle image acquisition. This configuration acquires three
additional nadir images at 120 degrees each, then followed by
another nadir image acquired without including the base of the
camera mounting as shown in figure 2. This configuration captures
360 degrees of multiple angle images (including nadir images) with
high authenticity and maximum resolution, and it is free from
acquisition error for seamless spherical panorama reproduction.
Sequences of extendable dynamic range from single RAW
Figure 3: Verify extendable dynamic range from RAW acquisition.
Figure 4 describe a method for multiple angle HDRI reproduction
for spherical panorama, optimized for high fidelity mobile AR. The
HDRI is reproduced from a single acquired RAW image having its
dynamic range extended from RAW, instead of using multiple
exposures. The HDRI reproduced from a single acquisition avoids
the obstacles and issues that occur in HDRI reproduced from
multiple exposures. This provides an outcome with zero ghosting
error, zero misalignment issue and minimum acquisition time.
Proposed configuration, multiple angle images acquisition
Nadir image acquired without
including the base of the camera Stable mounting is required for
avoiding drifting, shake and
parallax error.
Figure 1: (a) Generic configuration. (b) Proposed configuration
for multiple angle images.
RAW processing, EV parameter, extending dynamic range
Extended EV (range -1ev to -4ev)
0EV (neutral /native)
Extended EV (range +1ev to +4ev)
Allow manual selection of extended
EV range for darker /brighter scene
Masking on the
expanded (example -2
EV) layer on top of the
neutral (0EV) layer
Masking on the
expanded (example +2
EV) layer on top of the
neutral (0EV) layer
Nadir acquisition without
obstacle, having sufficient
space for obtaining visual
information.
monotonic mask
from RGB channel
monotonic mask from
RGB channel (inverted)
Global reproduction
Global reproduction
Figure 2: Camera mounting system that allows nadir acquisition.
Next we developed a HDRI method that uses a single acquisition
that extends the dynamic range in the digital negative to be used for
multiple angles for spherical panorama creation. Figure 3 shows the
potential extendable dynamic range that can be obtained from
single acquired RAW format digital negative. Usually a single
acquired low dynamic range (LDR) image has approximately
8.5EV, which is labeled as 0EV for native EV. Pixel values usually
have an RGB range of 0-255, 0 indicates total darkness and 255
shows brightest value. The example in figure 3 was calibrated for
the Nikon D3X camera and used Capture One Pro v7 software for
RAW processing. Multiple images that contain extended dynamic
range processed from a single acquired RAW are combined
together to produce a HDRI with 12.5EV~14.5EV, compared to
8.5EV from a single LDR image.
Apply Image: 50% opacity
on top of each layer.
(can be any sequence)
Allow manual opacity of
HDRI on top of LDRI
Blended result consistent for multiple angles,
HDRI expanded from single source of RAW.
Figure 4: Proposed multiple angles HDRI for high fidelity AR.
The intended scenario in figure 4 takes the least amount of time for
HDRI acquisition as it requires only one shot for each angle. This
optimization allows for manual control of the extended dynamic
range for shadow and highlights on the AR content creation stage,
approximating real-world lighting phenomenon. With a 16 mm
fisheye lens, figure 5 shows a complete set of multiple angle HDRI,
including the additional nadir acquisition as indicated in figure 1(b).
The post-processed images demonstrate a reliable source of
multiple angle HDRI, ideal for panorama image stitching
reconstruction with least visual abnormality.
Figure 7: AR view for environment recognition.
Figure 5: multiple angle images which include additional nadir.
Figure 6(a) demonstrates successful reproduction examples of
near-error-free spherical panorama created with our method, and
figure 6(b) shows the converted cubic facade projection. The
spherical panorama outcome is optimized and reproduced with an
authentic nadir angle and is free from parallax error. The advantage
of using HDRI in multiple angles optimized for mobile AR, is that
it provides visual information of extended luminance in shadow
and highlights from the real-world scene. This enhances the
possibility of matching with a high contrast lighting situation
during an AR experience.
(a)
4 Discussion
One of the important outcomes of our approach is that it produces
high quality panorama imagery from the beginning, instead of
needing computational compensation or correction in postproduction. High fidelity reproduction of the source content is ideal
for scenarios such as showrooms, museums, heritage sites and
architectural subjects where authentic reproduction of panorama
content is essential. Our approach has been found to be most
practical in location-based scenarios that have sufficient luminosity.
This is mainly limited to the current dynamic range capability of
the auxiliary camera on the mobile phone that captures image
samples for matching with augmentation. During our tests, an AR
browser using a mobile phone with an auxiliary camera did not
perform effectively in locations with low light. In such situations
the sampling images may show an insufficient dynamic range and
digital noise.
There are many unresolved issues to be looked into in future studies,
such as managing occlusion. Heat and battery challenges are
critical concerns for AR experience using a mobile device.
Computer vision based AR tracking may result in fast battery
consumption and heat generation on the device. Therefore, it can
be reasonable to consider different approaches to have robust AR
markerless tracking with lower computational requirements.
(b)
The following observations summarize the potential obstacles and
issues, and the advantages of the solution obtained by our method.
Potential obstacles and issues (before optimization):
Parallax error (especially during hand-held)
Unstable image acquisition, drifting motion (hand-held)
Nadir angle difficulty
Compromised geometrical registration in image
Low dynamic range image (LDRI)
High dynamic range requires multiple exposures
Long acquisition time if multiple exposures
High dynamic range ghosting with moving objects
Multiple exposures misalignment
Inconsistent lighting distribution for multiple angles
Figure 6: (a) Spherical panorama facilitated with HDRI using
proposed method and apparatus. (b) Cubic facade projection.
Figure 7 shows the AR view produced using the panorama source
content generated from our method and making image-based
environment recognition possible for a mobile AR user experience.
Augmentations can be assigned onto any cubic facade during the
authoring process and scene objects can be worked with high
flexibility.
Benefit of using our method and apparatus:
Free from parallax error
Stable image acquisition
Nadir angle with near-error-free authenticity
Accurate geometrical registration in image
High dynamic range image (HDRI)
High dynamic range from single RAW acquisition
High dynamic range with least acquisition time
High dynamic range with no ghosting
High dynamic range with perfect alignment
Consistent high dynamic range for multiple angles
Our approach covers 360x360 degrees and needs only 25~30
seconds to acquire the source images for reconstructing a seamless
spherical HDRI panorama. Typically panorama creation that
requires multiple exposures for HDRI may require more than 10
minutes for a similar acquisition scenario.
Figures 8(a), (b) and (c) show a field test of the method. Figure 8
show the accurate AR image overlay and consistent tracking
performance of a markerless mobile AR experience using the
panorama capture solution described in this study. The auxiliary
camera brightness of the mobile device capturing the real-world
scene is changing with the panning motion of the AR user. The
mobile phone’s camera image is brighter when the viewed scene is
dark, and turns darker when the viewed scene is bright. For
example, when the user panned the AR browser towards the sky,
the camera shows darker image sampling for AR, as shown in
figure 8(b) without maintaining adequate and sufficient dynamic
range in the area of buildings.
(a)
6 Conclusions
In this paper we have described an experimental method for
capturing spherical panoramas facilitated with HDRI, and
providing high fidelity AR image-based environment recognition.
The research outcome is ideally adaptable for working with mobile
devices and wearable computers. In the future we will conduct
more extensive evaluation studies to compare the tracking accuracy
with the systems using our panorama images to other more
traditional approaches. We will also explore other solutions
suitable for HDRI panorama video and hybrid approaches that
combine panorama image tracking and sensor input.
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5 Implications
A high fidelity spherical panorama with HDRI can provide a nearerror-free and dynamic range enhanced source of image-based
tracking content for markerless AR. The tracking content is
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the original scene condition. High feature-matching AR content can
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visible marker, and it can work without using extra sensors such as
a GPS. This allows an AR experience to be delivered on a mobile
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