Analyse Und Entwicklung Optischer Trackingverfahren Für Das Dreidimensionale Skizzieren in Der Virtuellen Produktentwicklung

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Analyse Und Entwicklung Optischer Trackingverfahren Für Das Dreidimensionale Skizzieren in Der Virtuellen Produktentwicklung Analyse und Entwicklung optischer Trackingverfahren für das dreidimensionale Skizzieren in der virtuellen Produktentwicklung Masterarbeit Vorgelegt an der Fachhochschule Köln Campus Gummersbach Im Studiengang Medieninformatik Ausgearbeitet von: Dipl.‐Ing.(FH) Patrick Tobias Fischer Erster Prüfer: Prof. Dr. rer. nat. Wolfgang Konen Zweiter Prüfer: Dipl.‐Inform. Johann Habakuk Israel Berlin, 17. April 2008 Inhaltsverzeichnis Inhaltsverzeichnis ........................................................................................................................................ 1 Kurzdarstellung der Arbeit ............................................................................................................................ 4 Abbildungsverzeichnis ................................................................................................................................... 5 Tabellenverzeichnis ....................................................................................................................................... 9 Akronyme und Glossar ................................................................................................................................ 10 1 Einleitung und Aufbau der Arbeit ....................................................................................................... 13 2 Einführung in das Thema..................................................................................................................... 16 3 Produktentwicklungsprozesse ............................................................................................................ 20 3.1 Der schöpferisch kreative Prozess in der Entwicklung .................................................................... 20 3.2 Kreativität und Innovation .............................................................................................................. 28 3.3 Die 3D‐Skizze und ihre weiteren Rollen im Entwicklungsprozess ................................................... 31 4 Stand der Wissenschaft und Technik .................................................................................................. 33 4.1 Virtuelle Realität .............................................................................................................................. 33 4.2 Interaktion in immersiven Umgebungen ........................................................................................ 36 4.2.1 3D Interfaces ....................................................................................................................... 39 4.2.2 3D Displays .......................................................................................................................... 40 4.3 Tangible User Interfaces und ihre Vorteile gegenüber herkömmlichen Benutzerschnittstellen ... 41 5 Methodik zum praktischen Teil der Arbeit ......................................................................................... 46 6 Dreidimensionales Skizzieren in der Cave mit SketchApp .................................................................. 48 6.1 Allgemeine Anforderungen zum 3D‐Skizzieren ............................................................................... 48 6.2 Funktionale Anforderungen an SketchApp ..................................................................................... 49 6.3 Interaktionsraum CAVE ................................................................................................................... 51 6.4 3D‐Skizzierwerkzeuge (TUIs) ........................................................................................................... 52 1 6.5 Schwächen des aktuellen Skizziersystems ...................................................................................... 54 7 Experimente (Analyse) ........................................................................................................................ 56 7.1 Maximale Handgeschwindigkeiten ................................................................................................. 56 7.2 Mittlere Handgeschwindigkeiten beim 3D‐Skizzieren .................................................................... 59 7.3 Betrachtung verschiedener Räume der Cave .................................................................................. 64 7.3.1 Wahrnehmungsraum des Anwenders in Bezug zur CAVE .................................................. 65 7.3.2 Analyse des tatsächlichen Interaktionsraum der CAVE ...................................................... 66 8 Ergänzung der 3D‐Skizzieranwendung durch optisches Tracking ....................................................... 69 8.1 Bestehende Systeme ....................................................................................................................... 69 8.2 Hardware ......................................................................................................................................... 71 8.2.1 Kamera, Objektiv und IR Setup ........................................................................................... 73 8.2.2 Der Marker (Target, Fiducial) .............................................................................................. 78 9 Allgemeine Schritte des Trackings ...................................................................................................... 86 9.1 Kamerakalibrierung ......................................................................................................................... 89 9.2 Entzerrung der Bildebene ............................................................................................................... 90 9.3 Kamerakalibrierung in Bezug auf Opti‐ und StereoTracker ............................................................ 92 9.4 Ermittlung und Tracking von distinkten Bildmerkmalen ................................................................. 92 9.4.1 Color Blob Tracking via Meanshift/Camshift ....................................................................... 93 9.4.2 Blobdetection ...................................................................................................................... 95 9.4.3 Ergebnis ............................................................................................................................... 96 9.5 Pose Estimation ............................................................................................................................... 98 9.5.1 Stereoskopische Pose Estimation ........................................................................................ 99 9.5.2 Monoskopische Pose Estimation ...................................................................................... 100 9.5.3 POSIT als mögliche Lösung zur Pose Estimation ............................................................... 101 9.5.4 SoftPOSIT ........................................................................................................................... 102 9.6 Identifikation der Marker .............................................................................................................. 103 9.6.1 3D‐2D‐3D Korrespondenz ................................................................................................. 103 2 9.6.2 Identifikation eines Multipunktmarkers ........................................................................... 103 10 Testimplementierungen für die Skizzieranwendung .................................................................... 105 10.1 Bild‐Akquisition ............................................................................................................................. 106 10.2 Stereoskopisches Tracking – StereoTracker .................................................................................. 107 10.2.1 Testimplementierung zur Epipolargeometrie ................................................................... 107 10.2.2 Triangulation ..................................................................................................................... 108 10.3 Monoskopisches Tracking – Optitrack .......................................................................................... 109 10.3.1 POSIT ................................................................................................................................. 109 10.3.2 SoftPOSIT ........................................................................................................................... 110 11 Ergebnisse und Diskussion ............................................................................................................ 111 12 Zukünftige Arbeit und Ausblick ..................................................................................................... 112 13 Schlusswort ................................................................................................................................... 113 3 Kurzdarstellung der Arbeit Das Entwerfen mit Stift und Papier ist nach wie vor eine weit verbreitete Methode in den frühen Phasen des Designs in den Domänen der Produktentwicklung, Konstruktion und Architektur; und dies, obwohl die digitale Technologie längst in allen anderen Arbeitsprozessen Einzug erhalten hat. Auch die frühen Phasen der Entwicklung sollen durch Informationstechnologien profitieren können. Neue Benutzerschnittstellen werden derzeit entwickelt, als eine Möglichkeit schnelle, intuitive Skizzen mit den Vorteilen der digitalen Technologie zu verbinden. Dazu gehört die Idee, das zweidimensionale Zeichenpapier um eine weitere
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