
Michael Haller
Upper Austria University of Applied Sciences
Media Technology and Design,Austria
Abstract
Actual graphic hardware becomes more and more powerful.Con-sequently,virtual scenes can be rendered in a very good quality in-tegrating dynamic behavior,real-time shadows,bump mapped sur-faces and other photorealistic rendering techniques.On the other hand,non-photorealistic rendering became popular as well,because of its artistic merits.An integration in an AR environment is the logical consequence.In this paper we present an AR framework that uses photorealistic rendering as well as non-photorealistic ren-dering techniques.The prototypes based on these techniques show the advantages and disadvantages of both technologies in combina-tion with Augmented Reality.
CR Categories:I.3.5[Non Photorealistic Rendering]:Hardware Accelerated Rendering—Painterly Rendering H.5.1[Information Interfaces and Presentation]:Multimedia Information Systems—Artificial,augmented,and virtual realities;
Keywords:Augmented Reality,Photorealistic rendering,Non-Photorealisic rendering
1Introduction
A lot of effort has been investigated in improving Augmented Re-ality applications.Computer graphics has long been defined as a quest to achieve photorealism.As it gets closer to this grail,the field realizes that there is more to images than realism alone.In this paper we want to give attention to the visualization part of AR applications,where we want to answer the question if we should investigate more effort on technologies to enhance the realism of an Augmented Reality application or it would be more successful for the application to use more abstract techniques,like Cartoon-shaded scenes to emphasize the augmented objects in the real envi-ronment.
In contrast to Virtual Reality applications or games,where the whole environment is virtual,we have the real world in the Aug-mented Reality environment and the fact that this real world can’t be blended off.Consequently,we have two possibilities to imple-ment an artificial,superimposed world.On the one hand we have the possibilities to make the augmented world as realistic as pos-sible(with a seamless integration of the virtual objects into the real world),on the other hand we can create an artificial,non-photorealistic world with an artistic background.Glassner showed in[Glassner2003]some interesting abstract visualized approaches for highlighting the objects in an AR environment.Or do we want to have an artificial world that is indistinguishable from the real-ity?During our tests with different users we discovered that both, the photorealistic rendering techniques and the implementation of artistic,non-photorealistic rendered(NPR)scenes,are important and must be considered for AR representation.
However,NPR technique in an AR scene allows a more open, moreflexible and more interaction with the scene.The user is not amazed if an object has a different(non realistic)behavior-the ar-tificial world has to be at least believable and it must be more con-vincing.In addition,users expect a realistic behavior if the world is rendered photo-realistic.When talking of NPR applications,we think of more artistic environments.Non-photorealistic pictures can be more effective at conveying information,more expressive or more beautiful.Especially in AR,where the superimposed ob-jects are not part of the real world,the virtual objects should be more convincing than realistic.
Mark Bolas discovered in his research at Stanford that while re-alistic environments help to engage the user and create a sense of being there,greater abstraction engages the user’s senses and imag-ination to create a greater sense of being elsewhere,”in”the world created.
Another aspect is,of course,if we should limit our approach only to the visual point or if we should see it in a more open way. Ferwerda distinguished in[Ferwerda2003]three different varieties of realism:
•physical realism,where the virtual objects provide the same visual simulation as the real scene.•photorealism,where the image produces the same visual re-sponse as the scene,and
•functional realism,in which the image provides the same vi-sual information as the scene.
In our case we are concerning only the photorealism aspect-even if physical realism is as important as photorealism.Currently, we are working on the integration of the physics engine ODE into our AR framework.Consequently,the augmented objects react and act as they would do in a real environment.
What’s the main goal of an Augmented Reality application? While superimposing virtual objects onto the real picture,the ap-plication wants to get the users’attention.Especially when we ex-periment with AR in everyday settings,the usability part of an AR applications becomes very essential.How can we focus the atten-tion of the user to the superimposed objects?How can we underline the augmented objects?
2Related Work
To achieve a high quality immersive impression,a number of dif-ferent directions have to be developed.Roussou et al.present in [Roussou and Drettakis2003]the following list that includes the points that are important to augment the immersive impression:•Consistent lighting,
•use of shadow,
•the realness factor of the virtual experiences(e.g.real-time sound simulation),and
•virtual people.
This list is aimed for VE based applications.We believe that these factors are important,but there are missing some others that are very important for an AR environment.Moreover,we want to distinguish between photorealistic effects concerning the visualiza-tion and realistic behavior that doesn’t influence the visualization at all(e.g.physical realism).
Durand describes in[Durand2002]that the border between pho-torealism and non-photorealism can be fuzzy and the notion of re-alism itself is very complex.Another interesting conclusion of his paper is that the virtual world has to be interpreted more convincing rather than realistic.In other words:it is enough if the virtual,aug-mented,not existing world,superficially looks real.It should be a believable world.The augmented objects should be expressive, clear,and look aesthetically perfect.
Agusanto et al.present in[Agusanto et al.2003]the seamless integration of virtual objects in an AR environment using image-based lighting techniques and environment illumination maps. Thereby,the authors postulate a consistent and a coherent virtual world with respect to the real environment.
Finally,Bimber et al.postulate in[Bimber et al.2003]a con-sistent lighting situation between the real and the virtual objects to achieve a convincing augmented reality application.
3Photorealism in Augmented Reality
We developed an AR framework that aims to make AR scenes as realistic as possible.Our framework is based on the AR software library ARToolKit[Kato et al.1999].Most of the current AR appli-cations are dealing with the improvement of tracking and with the design of tangible user interfaces.But most of these applications don’t give attention to the improvement of rendering quality of the augmented objects.Current computer games are great examples, how realistic artificial,not existing3D objects can look like.In the following sections we present several rendering stages,where the AR rendered scenes can dramatically be improved.Hence,we start with shading,the integration of shadows(shadows are thefirst step for making a scene more realistic),andfinally the combination of AR with bump mapped virtual objects.
3.1Shading
Consistent and matching shading is one of thefirst effects that have to be implemented to achieve a realistic environment.Flat shaded objects don’t look realistic-but sometimes this technique could be used to focus the user’s attention to augmented objects.One of the key factors is the placement of the virtual light source.It is interest-ing to see that the location of the real light source can be difficult to estimate.Thus,it doesn’t matter if the virtual light source doesn’t 100%correspond to the real light source.The only thing that is important is that there should be a light source and diffuse/specular shading.In our case we implemented a Blinn shading in combina-tion with textures.
3.2Shadows
Concerning photorealism in AR,lighting and shadowing are very important techniques to achieve realistic environments.Using the right lighting model allows the implementation of more plastic and therefore more realistic object surface.In addition,shadows can dramatically improve the realism.Sugano et al.and Madsen et al.underline in the importance of shadows in an Augmented Re-ality scenario[Sugano et al.2003][Madsen et al.2003].As men-tioned by Naemura et al.[Naemura et al.2002a],the consistency of geometry,time(synchronized world to facilitate a smooth interac-tion),and illumination is an important issue for Augmented Reality applications.Shading and shadows in both worlds must match to achieve a natural merge[Naemura et al.2002b].
Shadows add a level of realism to a rendered image.Moreover, they are used as visual clues to determine spacial relationships and real-time shadows will gain importance in current real-time com-puter graphics applications for this reason.As described in[Nae-mura et al.2002b]shadows are a very essential factor for the3D impression of a scene.The seamless merging of the virtual world and the real world that we live in,is a challenging topic in current Augmented(Mixed)and Virtual Reality research.There is a great deal of key issues that enhance the immersive feeling of the user. Shadows are essential to improvement the visual perception.More-over,they enhance the3D impression in a way that the users get a better immersive3D feeling-We believe that shadows are impor-tant in the same way as3D stereo HMD,because users can sense more exactly the distance between two virtual objects.As a result, the interaction and manipulation of objects get improved[McCool
2000].
Figure1:A virtual ball projects a shadow onto a virtual book and onto the real desk.
In our prototype we developed the shadow volume algorithm instead of the shadow map algorithm,because we didn’t want to destroy the impression by using big rasterized shadow map pix-els.Twenty-five years ago,Crow published the shadow volume ap-proach for determining shadowed regions of a scene[Crow1977]. We implemented a modified real-time shadow volume algorithm that can be used in an Augmented/Mixed Reality application.A closer description of our modified shadow volume algorithm can be found in[Drab2003;Haller et al.2003].
In contrast to[Bimber et al.2003],we identify four different types of shadow in an AR environment.This fact results because of merging the virtual lights with the real lights.Figure3shows in thefirst two pictures the shadow cast in a real world and in a virtual world.The third picture depicts a complete but isolated shadow cast of real objects onto real objects(the same for virtual objects). Finally,the last image shows the shadow cast in an Augmented Reality scenario.Given one light source,a virtual object can cast
Figure2:A virtual sphere projects a shadow onto the real mug.
Figure3:We distinguish four possibilities of shadow casts.The last figure shows the shadow cast in an Augmented Reality application.
a shadow onto a real and onto a virtual object.Moreover,a real object supports shadows onto virtual objects.
The results of our prototype shadowAReality were quite convinc-ing and impressive.Figures12and4shows some examples.In our implementation all real objects have a corresponding3d geometry representation,a so called phantom model.In fact,the real scene has to be implemented as a3D model.However,it is sufficient if the3D model(we used3ds loader based on[DigiBen2001])corre-sponds approximately to the real object.The position and orienta-tion tracking of the real object is accomplished by using ARToolKit.
In our prototype,the shadow of the real/virtual objects casted onto the real/virtual objects was achieved by shading the scene with black-transparent color blending.In the beginning we wor-ried about the problems with the real shadows onto the real objects. Much to our surprise we found that this did not become a prob-lem.The’virtual’shadows(casted by virtual/real objects)onto vir-tual/real objects did not interfere with the real environment.In most situations,users do not even recognize the differences between real and virtual generated shadows(cf.figure4).
3.3Bump Mapping
Bump mapping simulates the bumps or wrinkles in a surface with-
out the
need
for geometric modifications to the model and it im-
Figure4:Thefirstfigure shows a virtual shadow cast onto a real tin.
The secondfigure depicts the shadow of the tin onto the torus.Next,
we have two virtual objects(sphere and torus)casting a shadow
onto the tin andfinally,the tin casts a shadow onto the torus and
onto the sphere depicted in the last snapshot.
proves the textured surfaces.In fact,it is a technique to add more
realism to synthetic images without adding a lot of geometry.The
results are convincing and very impressive.In our AR framework
we implemented bump mapping by using a vertex shader and a frag-
ment shader.Moreover,we integrated nVIDIA’s NVMeshMender
software that allows the calculation of the tangents for a given
3D
model.The results of this implementation are depicted infigure5.
Figure5:A stone with bump mapped texture.
4Non-Photorealism in Augmented Reality
The main focus in computer graphics has always been the rendering
of photorealistic imagery.While a tremendous amount of research
has been done in this area,non-photorealistic rendering is a rela-
tively youngfield of research.In many areas,a NPR approach can
be more efficient than photorealism,since it can focus on the in-
(a)The traditional visitor has no interaction with the
painting.(b)Our MR application allows the visitor to
see a small model of the
painting.
(c)Different shaders(e.g.Cartoon-shaders)
allow experimenting with the model.
Figure6:MR allows the visitors to have more fun in a museum.Non-photorealistic rendering techniques allow great aesthetic possibilities.
formation to be conveyed.As described in[Fernando and Kilgard 2003]objects in wireframe,flat shading or NPR shading are easily discernible.Consequently,Cartoon-shading and painterly render-ing have become very important not only in game design[Ken-ichi Anjyo and Katsuaki Hiramitsu2003],but also in architecture [Freudenberg et al.2001]and even in medical applications[Feng Dong et al.2003].
In paintings,a scene represents an artists’view of the world.All the information they want to convey with the painting has to be as-sembled by strokes of a brush.The attributes of each stroke can affect various characteristics of the painting.The size of a stroke determines the maximal detail of an object,direction and color describe the quality of the surface.By choosing different brush strokes,a painter can emphasize the parts of the scene he/she con-siders most important and create a certain mood and/or atmosphere.
Many algorithms have been developed in the last decade that create images which resemble art made by humans[Gooch et al. 2002;Hertzmann and Perlin2000].Different art techniques and styles can be simulated,such as pen and ink[Winkenbach and Salesin1994;Salisbury et al.1994],hatching[Praun et al.2001], water color[Curtis et al.1997]and impressionism[Haeberli1990; Meier1996].The fast progress of graphics hardware affordable for consumers is allowing more and more of these algorithms to be processed in real-time(e.g.[Kaplan et al.2000;Lander2000; Markosian et al.1997;Majumder and Gopi2002]).
NPR is mainly used in AR when we want to describe an abstract information that is not representable or if we want to focus on a special detail.Thinking of a complex machinery where we want to highlight missing parts.In this case more abstraction makes sense and should be used.If we want to have a smooth transition from the real environment to the virtual superimposed objects,we have to use the photorealistic metaphor(cf.if we want to see our new virtual furniture in our apartment).
Figures6and7depict a future scenario of a possible museum’s application,where the visitors don’t have aflat2d impression of the painting.In contrast,they get the possibility to immerse into the painting.Moreover,in our application we support different NPR rendering techniques,such as toon-rendering and painterly render-ing.Both rendering techniques are described more closely in the next sections.
4.1Toon Shading
One possibility of non-photorealistic rendering is Cartoon-style rendering(cf.[Lander2000]).The idea is to present the augmented data in a certain style that does not necessarily have a real-life
ana-Figure7:Users can have a3-dimensional miniature world of a Van Gogh’s painting.
logue.The objects are rendered with a constant,sharply delineated color with an outline of the object.In our case we replace the dif-fuse and specular lighting colors with a two-valued step function, where the values are calculated by using a1D texture as a lookup table.Mathematically,we can say:
I=(k d(N·L)<ε)(1) whereεis a kind of threshold.
1
∑
u=0
ShadeTable[u]=(k d(u)<ε)(2)
Our Cartoon-rendering technique was implemented with nVIDIA’s vertex and fragment shader language Cg.Figure8shows a result of the Cartoon-renderer.
Using a vertex and a pixel shader for the renderer resulted very good performance.In combination with the ARToolKit we received about56fps using a model with about11.000polygons.In our ap-plication we achieve two advantages:firstly,the visitors of a mu-seum have a three dimensional view of the painting and secondly, they can change the rendering style(as depicted infigure8).
Figure 8:Close-up of the cartoon rendered painting of Van Gogh’s Bedroom at Arles.
4.2Painterly Rendering
As described before,our framework allows a flexible change of the rendering technique.At the beginning,we wanted to implement only a painterly rendering algorithm that runs in real-time.Our rendering technique is based on B.J.Meier’s “Painterly Render-ing for Animation”[Meier 1996].We modified the algorithm for real-time environments by extensively using modern 3d hardware.Vertex and pixel shaders allow both the rendering of thousands of brush strokes per frame and the correct application of their proper-
ties.
Figure 9:The pipeline of the painterly renderer.Our modified painterly algorithm can be divided into three steps:1.Before we can start to render the scene,we need a preprocess-ing step.The polygon meshes are converted into 3d particles.The attributes of brush strokes that remain constant in each frame can be computed simultaneously.2.Next,the rendering can start and it takes at least two passes.
During the first pass ,two reference images that contain color and depth information are rendered and stored into textures.An arbitrary rendering algorithm can be used.
3.In the second pass ,an optimal amount of brush strokes is rendered using billboards.Reference pictures from the first pass are used to define color and visibility,while the surface normal determines the orientation of each stroke.This is the most expensive part of the rendering process,since a large number of strokes needs to be processed.The graphics-pipeline of the described system is shown in fig-ure 9.A closer description of the modified algorithm can be found in [Sperl 2003].
Direct rendering to textures allows rapid generation of reference pictures and assures great flexibility,since arbitrary rendering sys-tems can be combined (e.g.painterly rendering of toon shaded ob-jects,etc.).A result scenario of the algorithm is depicted in figure
10.
(a)
(b)
Figure 10:Close-up of Van Gogh’s bedroom model rendered with the painterly rendering algorithm using different strokes.
5Results and discussions
The results of the presented applications are presented in this sec-tion.
5.1Discussions
As we have seen in the implemented examples described above,both approaches,the photorealistic rendering as well as the non-photorealistic rendering has its value in an AR application.The question we have to answer is if it is more important to achieve a greater visual realism through photorealistic or non-photorealistic visualization.First of all,NPR makes sense in AR,because the overlapped objects are indirectly emphasized.Moreover,non-photorealistic rendering,like Cartoon-style rendering,can be useful for CAD based AR applications as well as for its artistic merits (cf.[Dietrich 2000]).On the other hand,sometimes the non-realistic approach and the non perfect rendering style shouldn’t influence the overall picture of the scene.Consequently,a non perfect behav-ior of an augmented virtual object would interfere with the perfect
world.
Figure 11:In our refinery application the employees are using a Tablet PC.The real objects are highlighted in green.Consequently the users know that they can interact with the object.
Very often,when talking with end users,we came to the con-clusion that they wanted to have something absolute different what the AR developers wanted to have to.In the EU funded project AMIRE (Authoring Mixed Reality)we implemented an AR main-tenance application for refinery employees.The interesting thing was that the 3D objects looked nice for the AR experts and it was a very interesting feature for the specialists (e.g.engineers)to have an overlapping 3D object onto the corresponding real object.How-ever,for a refinery employ,the content is more important.They are familiar with schemes and 2D CAD maps and they would miss such abstract information in an AR application.Currently,we are work-ing on an iPAQ version for the AR maintenance application that should be used in the refinery.Due to the small size of the display and the performance problems a photo-realistic rendered scenario is currently absolutely impossible.
Navab presented in [Navab 2003]an interesting visualization metaphor for an industrial AR application:The drawing,images,and 3D models,in fact the 2D CAD results,have beeon projected onto the real 3D objects of the real environment.Employees from the industry like that metaphor,because they know how to read CAD drawings.The same phenomena can be found in the architec-ture area.An architect don’t like to see a perfect 3D high resolution textured object,but in contrast they want to see it more abstract.Consequently,Cartoon-shaders became more and more important for this kind of applications.On the other hand,customers want to have a 3D object with bump mapped surfaces.
Finally,we implemented a virtual sculpture in the same real en-vironment but with different rendering modes to find out,which one could be the best for AR (cf.figure 12).We haven’t done intensive tests with more people yet.But already now we can say that people like the NPR rendering techniques in AR.The Cartoon-renderer was the top favorite -even if it was less complex to implement than the painterly renderer.The transparent mode is important for objects that should be highlighted (as seen in our refinery applica-tion).Interesting was to see that people liked more the wireframe rendered sculpture instead of the Gouraud shaded model.
5.2Conclusions
Thanks to the graphics hardware we have two possibilities in an AR environment:both approaches,the photorealistic as well as the non-photorealistic rendering techniques work in real-time.We have de-scribed both approaches -both applications are implemented using the ARToolKit library and nVIDIA’s Cg language.In the photore-alistic AR application we discussed the enhancement of impression using shadow volumes and bump mapping.In addition,we pre-sented the non-photorealistic AR version using a Cartoon-style ren-derer and a painterly renderer.We have seen that non-photorealistic rendering techniques are not only used for achieving artistic effects.Of course,it depends on the type of the applications and each AR application has its domain focus -consequently,we have different end users and different goals that require different rendering tech-niques.The visual improvements depend on the application (e.g.in a MR/AR based furnishing application the virtual furniture objects shouldn’t destroy the overall impression).We have also seen,that in AR,the user should immediately be confronted with the abstracted model -in fact,with the superimposed,augmented object.There-fore,it would be very helpful,if his/her attention directly jumps to the superimposed object (e.g.by using NPR).We fully agree with the statement of Durand,where he says in [Durand 2002]that the virtual world has to be interpreted more convincing rather than re-alistic .The world has to look superficially real and believable -not only in the visual sense -we should also think in other dimensions,such as integrating physical behavior of objects.
5.3Acknowledgement
We would like to thank Daniel Sperl for the implementation of the painterly renderer,Stephan Drab for the implementation of the ShadowAReality application,and finally many thanks to Juergen Zauner for the great 3ds loader including the tangent calculations.This work is supported by the European Union,IST-2001-34024.
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(a)This is the most frequently used technique in AR:a Gouraud shaded sculpture.(b)Using transparency allows more artistic freedom.This technique can be used overlapping the real objects.
(c)A wireframe rendered sculpture can be very useful to enhance the aug-mented object if the performance of the system is too bad.
(d)This sculpture is rendered with painterly algorithm described in this paper.The oriented brush strokes in dependence of the surface normal can lead to a realistic painting effect.
(e)A cartoon rendered sculpture.
(f)Another cartoon rendered sculpture with a different texture for the step function.
Figure 12:A sculpture rendered with different algorithms shows the different possibilities we can achieve in Augmented Reality.
