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riftar's Introduction

RiftAR

An implementation of an augmented reality prototype built using a head-mounted display with some cameras attached. The hardware used in the prototype was the Oculus Rift Development Kit 2 as a head-mounted display, a Stereolabs ZED camera to provide stereo vision and an Intel Realsense F200 to measure depth.

Dependencies.

This project depends on:

  • Oculus SDK 1.4
  • Latest ZED SDK (with OpenCV bundled inside)
  • CUDA 7.5

All other dependencies are packaged in the 3rdparty directory.

Gallery

polystyrene head rift-ar-prototype

Polystyrene head and the AR prototype, an Oculus Rift DK2 with a ZED Camera and Realsense F200 attached.

occlusion

Occlusion of an AR object by a real object using the depth camera.

head-overlay

A projection of a virtual head over the polystyrene head model.

TODO

Unfortunately, I ran out of time before handing in my thesis to work on a number of features in the code. As I no longer have access to the prototype, I cannot change any of the code without potentially breaking it. Here are a number of refactors I had in mind:

  • Create a Texture class inside Framework that manages bindings to a texture unit etc, then turn TextureCV into a subclass of Texture.
  • Create a new Texture subclass called TextureCuda that behaves like TextureCV but correctly provides a CUDA surface -> OpenGL texture bridge seamlessly.
  • Replace the hard-coded cv::Mat -> GL and CUDA -> GL code in RealsenseCamera and ZEDCamera to use the proposed TextureCV and TextureCuda classes.

C++ style notes

Objects that are expected to have a single owner, such as a camera or entity, are stored in a unique_ptr. Resources on the other hand such as Models and Shaders that can be shared between many entities are stored in a shared_ptr.

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