Using Augmented Reality to Visualise Architecture Designs in an Outdoor
Environment
Bruce Thomas,
Wayne Piekarski,
and Bernard Gunther
Advanced Computing
Research Centre
University of South Australia
Mawson Lakes, SA 5095
Australia
{thomas, piekarski,
gunther}@cs.unisa.edu.au
Abstract
This paper presents the use of a wearable computer system to visualise
outdoor architectural features using augmented reality. The
paper examines the question -
How does one visualise a design for a building, modification to a
building, or extension to an existing building relative to its physical
surroundings?
The solution presented to this problem is to use a mobile augmented
reality platform to visualise the design in spatial context of its final
physical surroundings. The paper describes the mobile augmented reality
platform TINMITH2 used in the investigation. The operation of the
system is described through a detailed example of the system in operation.
The system was used to visualise a simple extension to a building on one
of the University of South Australia campuses.
1 Introduction |
|
The advent of wearable computers (Bass
et al. 1997; Mann 1998; Thorp
1998) and light-weight head mounted displays (HMDs) has made it feasible
to use augmented reality (AR) applications outdoors. AR is the process
of a user viewing the physical world and virtual information simultaneously,
where the virtual information is overlaid and aligned with the physical
world view (Azuma 1997; Starner
Schiele, & Pentland 1998). Many of the existing applications of
AR, such as heads-up displays in aviation, surgery and maintenance work,
are characterized by requiring precise tracking in small operating regions.
However, through coupling global positioning system (GPS) receivers
and digital compasses with 3D graphical models, we can create spatially
aware computer systems for mobile users working outdoors. We anticipate
outdoor users wishing hands-free operation, and thus related AR applications
are especially well supported by wearable computers and non-traditional
input devices. An interesting application of these AR enhanced computer
systems is the visualisation of new architectural designs. This visualisation
is performed at the site where the architectural design will be built.
This paper presents a wearable computer system TINMITH2 to support such
visualisation.
1.1 The Problem
How does one visualise a design for a building, modification to a building,
or extension to an existing building relative to its physical surroundings?
In the past, technical drawings would have been made and models built.
With the introduction of Computer Aided Design (CAD) packages, this process
has been extended to visualise the design of the building fully rendered
as a 3D graphical model on a graphics workstation. Changes can be made
while the customer is in the design studio and the outcome of decisions
can be visualised during this process. With the advent of Virtual Reality
(VR), more ambitious visualisations were made possible. VR enables customers
and designers to view a design in an immerse environment (Brooks
1986; Mine & Weber 1995),
with the use of a VR head-mounted display. People are placed in a simulation
and simulate a walk-through the new design. They can visualise and
naturally move through the layout of the building in 3D. Tracking the user's
head allows for intuitive movement of their head to change the viewing
direction. Treadmills allow users to move by walking through a design
while still physically inside the design studio. Together, tracking and
treadmills allow users to sense the size and position of features in a
new design.
However, how can a user place a new building or extension in context
with the existing surrounds? Digitally enhanced photographs can show the
placement of a building with respect to one vantage point. Models may be
built to provide more vantage points, but these are expensive and time
consuming to create, and offer no better than an artificial rendition of
the site.
1.2 The Solution
One solution is to allow a user to walk around the site where the new building
is to be constructed and visualise this new artefact in the spatial context
of the existing environment. AR may be employed as a technique to provide
this visualisation.
AR has been used before in visualising interior design information.
Webster et al. (1996) are developing
AR systems to improve methods for the construction, inspection, and renovation
of architectural structures. Their initial experimental AR system shows
the location of columns behind a finished wall, the location of re-bars
inside one of the columns, and a structural analysis of the column.
Like other researchers, Azuma (1999) and
Feiner
et al. (1997), we are taking this use of AR from the indoor setting
and placing it in the outdoor environment. The TINMITH2 system has been
employed as a mobile AR platform to display architectural designs in an
outdoor environment.
1.3 Structure of the Paper
The paper is broken down into five sections as follows:
-
Section 2: a description of the use of mobile
AR platforms,
-
Section 3: an overview of the role of our mobile
AR system in the design process,
-
Section 4: through the use of an example, a description
of the operation of the system,
-
Section 5: a look at some of the important hardware/software
implementation issues, and
-
Conclusion: concluding remarks of using AR to
visualise architecture designs in an outdoor environment, with some thoughts
on future directions of research.
2 Using a Mobile Augmented
Reality Platform
|
|
We are investigating the exploration and development of computer technology
that truly takes computers out into the field, where computer applications
are geographically aware and designed to interact with users in their
world, not just in the confines of the computer's artificial reality (Piekarski
et al. 1999a; Piekarski
et al. 1999b). The key to making this practical is augmented reality
technology. Figure 1 depicts how AR works: the
user's normal visual stimulus of the physical world is combined with computer
generated images. One form of an optical combiner may be a half-silvered
mirror; the half-silvered mirrors are embedded in the HMD along with an
image projection device to supply the computer generated images, a see-through
HMD.
Figure 1. How augmented reality works.
Unlike VR, where the computer generates the entire user environment,
AR places the computer in a relatively unobtrusive, assistance role. Using
a wearable computer with a see-through HMD allows people to move freely
while working. Through the use of GPS technology the computer gains an
additional and important input, the user's location, and thus computer
applications gain spatial awareness that remains synchronised with their
own awareness.
The power of AR systems lies in their ability to help us visualise normally
hidden or abstract features, such as pipes and boundaries,
respectively, as shown in the underground cable example depicted in Figure
2. By providing information in a 3D form, in scale with surroundings,
AR systems provide significant benefits:
-
objects can be located more rapidly, especially in featureless terrain,
thus saving time and costs;
-
the location of an object can be determined with accuracy;
-
previously invisible features, such as boundaries, become visible without
the use of physical markers;
-
overlaying more than one information source allows the relationship between
objects to be determined easily; and
-
features can be viewed from orientations that are more appropriate to the
task than a map or drawing may allow.
Figure 2. Example of visualising underground cables.
Our first application of this technology was to develop a mobile AR
user interface for terrestrial navigation (Thomas
et al. 1998; Piekarski
et al. 1999a). A second application was integrating a stationary
VR system, MetaVR (1999), with a mobile
AR system (Piekarski,
Gunther & Thomas 1999), to support collaborative tasks (Thomas
& Tyerman 1997). This application facilitates potentially two way
interaction: communication of 3D model information to the mobile user,
and, conversely, detailed information back to the VR system for updating
and modifying its 3D model (Bauer
et al. 1998; Carlsson
& Hagsand 1993; Funkhouser 1995).
3 Role of a Mobile Architectural
Visualisation System in the Design Process |
|
Our system helps people visualise architectural designs in their physical
outdoor context. The mobile system we have built was designed to meet the
following objectives:
-
Architectural designs should originate from standard CAD packages and be
stored in standard interchange file formats;
-
Architectural designs will be displayed relative to their physical site
placement;
-
The entire system will be developed with off-the-shelf technology; and
-
The user interface must be easy and intuitive to use.
Our system must conform to current architectural design methodologies.
The first being, the system must be able import information from standard
architectural design software packages. The core of the system is the ability
to visualise or see aspects of the architectural design in the field,
providing the user with a feeling of how the architectural artefact
will fill or change the physical space. The targeted end users of the system
are architects, engineers, designers, and clients.
4 Operation of the System
|
|
As a means to describe the operation of the system, we are going to present
the steps of preparing, installing, and visualising a simple extension
to a building on the Levels Campus of the University of South Australia.
The model of the external features of the original building is shown in
Figures 3, 4,
and 5. The current system is able to display
the entire model as shown in these figures in real time. The extension
will be represented as an outlined 3D rectangular cube, shown in the bottom
left of Figure 6. The major steps of preparing,
installing, and visualising the simple extension are:
-
drafting the new design,
-
transferring the new design to TINMITH2,
-
3D augment reality viewing,
-
registration of AR images, and
-
2D overview to help with alignment.
Figure 3. Top down view of the original exterior building design.
Figure 4. Side view of the original exterior building design.
Figure 5. Bird's eye view of the original exterior building design.
4.1 Drafting the New Design
We designed the extension using AUTO-CAD for Windows95, but any CAD package
which exports the Drawing Interchange Format (DFX) may be used. DFX
files enable the interchange of drawings between AutoCAD and other programs
(Minnesota CADWorks 1997). The new
design includes external features of the new extension and key features
of the existing architecture. Figures 6,
7, and 8
depict the extension and key external features of the building near the
location of the extension. The extension is the the square addition
to the building at the bottom of Figure 6.
We chose to include only key features in the AR image, because using
the entire building may cause confusion when viewed as an AR image. Informal
testing has shown complex AR images are more difficult to align with buildings.
We believe this is caused by the presentation of a very complex pattern
(the line drawing of the design) to be matched with the physical building.
A common first strategy for users to overcome this problem is to attempt
to identify unique features of presented in the AR image and match these
features with the same unique features of the building. To simplify the
visualisation task for the user, we only used a small portion of the entire
building with which to establish an easier to use frame of reference.
Figure 6. Top-down view of the new extension and key features and
extension design.
Figure 7. Side view of the new extension and key features and extension
design.
Figure 8. Bird's eye view of the new extension and key features
and extension design.
When drafting the design, we first enter the new extension into a copy
of the model shown in Figure 5. Once this had been
performed, the features which are deemed not to be key features of the
existing building are erased from the model. The CAD model now has the
graphical images which will be depicted via the see-through display as
AR information. The model is then exploded, that is to say, grouped
objects and facets are converted into single lines. We expect that the
next generation of system, TINMITH3, will be able to render groups of objects
and facets. The line model is then saved in the DFX file format.
4.2 Transferring the New Design to TINMITH2
TINMITH2 first stores 3D models as 3D lines in a
PostGreSQL (1998) database. The 3D DFX model of the extension is processed
to build a script which defines a set of SQL insertion commands to load
the model into the PostGreSQL database. Using a database engine allows
other forms of data to be attached to different features of the model by
extending the relations in the database schema. The script is then
executed on the TINMITH2 system, and the model is inserted into the database.
4.3 3D Augmented Reality View
|
|
We will first describe viewing the AR images, and then describe some techniques
to overcome the errors introduced into the system by the electronic compass
and the differential GPS. The section presents the alternative 3D and 2D
interfaces the system provides for the user.
4.3.1 HMD View of Augmented Reality Images
Figure 9 depicts what a user sees while viewing
the design through the HMD. The 3D immerse display superimposes the design
on the wearer's field of view. When looking through this display, the user
is able to register the display with the outline of the key features of
the building within the accuracy limits of the differential GPS and digital
compass. The figure depicts (as green lines) the outline of the key features
of the existing building.
Figure 9. Augmented reality view of the building design.
The proposed extension is also depicted with green lines. The user is
able to walk around the proposed extension to gain a feel of size
and shape of the extension. This form of visualisation enables the user
to determine the overall context of the new extension. Issues such as the
extension blocking views or placement near unmarked land features scan
be quickly assessed. Multiple plans may be viewed in sequence or simultaneously
to compare and contrast different design ideas. The simple cube design
presented as an example may be modified to include external features such
as windows, doors, ledges, and over-hanging roofs.
Although the current version of TINMITH2 does not support full 3D rendering
or the use of texture maps to provide a more realistic view of the extension,
these modifications are currently being implemented in the next version
of the system. Other possible modifications could include animation of
articulated parts of the building (doors swinging, people walking, or windows
opening), and implementing a model of sunlight to depict shadows during
the day.
4.3.2 Registration Errors in Outdoor Augmented Reality
A known problem is that the alignment of the overlaid 3D graphics in context
with the physical world can not be guaranteed to be accurate at all times.
The GPS used in this system is moderately priced and accurate to one to
two metres in open spaces, while the digital compass is accurate to 0.5
degrees. In operation, we were able to maintain approximately one to five
metre accuracy given a good fix on six or more GPS satellites. The accuracy
of the GPS is determined by the number and position of the visible satellites.
Standing next to a building can and normally will reduce the accuracy of
the positioning information, and in our case the accuracy would drop to
3 to 5 metres, making the registration of the design with the physical
building difficult. For example the building is on the order of ten
metres tall, and standing five metres away from where the system believes
the user is standing will cause a large scaling distortion.
To overlay the information in the correct manner, the system must be
able to compensate for errors in its position and orientation information.
TINMITH2 provides a simple but robust solution to the problem of visual
registration in AR, the first step in achieving practical 3D data visualisation.
4.3.3 Correcting Registration Due to Errors in Angle Information
Our solution to the registration problem due to errors in the angle information
is to manually align a number of key features from the building with the
virtual images. Once the user is viewing the existing building from their
desired position, the digital compass and GPS systems are turned off; thus
freezing the position and orientation of the image of the design on the
HMD. As shown in Figure 10, the virtual and physical
roof lines are being aligned. (The virtual roof line in the figure is slightly
lower than the physical one.) This allows the user to adjust their head
position until the key features are properly aligned. Typically, this can
be accomplished in a matter of seconds.
Figure 10. Second view the design.
4.3.4 Correcting Registration Due to Errors in Position Information
The 2D interface of TINMITH2 incorporates a first person perspective, a
2D map view, and traditional non-spatially aware information on one display,
as shown in Figure 11. To overcome problems
due to large errors in position information (+/- five metres), the
user accesses the 2D map to determine a more accurate fix of their position.
As before, the user firsts positions the design to display in the centre
of the HMD, and then turns the GPS and compass systems off. The user
then moves to the position where the system believes they are standing.
Using the 2D map of the footprint of the building, the user may accurately
determine where the system believes they are standing. The current position
of the user is indicated by the end of a red line, as shown in Figure
12. The user moves to the position relative to the design shown
in yellow. The 2D map view may zoomed in or out help obtain a more
accurate fix on the user's location. Figure
13 indicates the user's position relative to the building's features.
Figure 11. Overview of the 2D map.
Figure 12. Close up of the positioning information on the 2D map.
Figure 13. User's position relative to the building's key features.
The various pieces of textual information are placed around the display
to show position, GPS accuracy, date and time, and as in Figure
14. Shown in the figure are outlines of objects in the environment.
The building within the blue circle is the footprint of the building shown
in the photo. The second model depicted in the figure indicates a
building behind to the left of the user. Every visual cue displayed
by the HMD is rotated in real time as the user rotates their head.
Figure 14. Information provided to the user via the HMD.
5 The TINMITH2 Wearable
Computer System
|
|
Our wearable computer system, TINMITH2 (Piekarski
et al. 1999a), a is a mobile AR platform developed at the Wearable
Computer Laboratory in the University of South Australia. Figure
15 pictures the current hardware platform.
Figure 15. TINMITH2.
5.1 Hardware Components
TINMITH2 is built upon a Toshiba 320CDS notebook running the freely available
LinuxOS. The laptop is about the size of an A4 book. A Sony PLM-100 transparent
display, worn on the user's head as shown in Figure
16, allows the video output of the computer to superimpose images over
the real world. A Phoenix miniature keyboard attached to the forearm enables
the user to interact with the system and enter commands.
Figure 16. Using a Sony PLM-100 transparent display.
To provide positioning information for our application, a GPS module
(with differential receiver) connects to the laptop. A TCM2 three-axis
digital compass is attached to the display positioned on top of the user's
head, to allow the computer to determine the orientation of the wearer's
head. All of the equipment is attached to a rigid backpack, along
with batteries and antennae. The prototype hardware and software system
is fully functional in outdoor environments.
5.2 Implementation of the System Architecture
To support a wide range of AR applications, we developed a highly modular
architecture. The software system is broken up into various modules that
communicate with each other using the connection oriented TCP/IP protocol.
5.2.1 Communications
To interconnect modules, we used a client-server style architecture. The
server is a data source for other modules, which subscribe to it. The entire
system operates asynchronously and is data driven; if there is no new data
in the system, no action will be taken by any of the software modules.
Each of the modules are implemented as separate Unix processes, which communicate
via kernel network services. This allows modules to be distributed over
multiple processors on one or more machines.
5.2.2 Dynamic configuration from a DBMS
Most software tends to use statically compiled controls, or possibly a
configuration file, but our system loads all system parameters such as
the 2D maps, 3D object models, location of modules, port numbers, device
names, and screen configuration into a collection of relational database
tables. When the software initializes, it queries the database and loads
the values required. The database proved to be very powerful because it
can be changed remotely over the wireless network. This feature was found
to be useful when testing outdoors, for example, for tuning the various
display options such as colours and font sizes.
6 Conclusion
In conclusion, this work has shown augmented reality can be used to visualise
architecture designs in an outdoor environment. A design of an extension
to an existing building on the Levels campus of the University of South
Australia was successfully depicted with our mobile augmented reality platform.
Through informal testing, the system was shown to provide the user with
a sense of space and feeling of the size and location for the extension.
As an example of gaining a feeling for a design, the simple
extension was designed with a height of only 3 metres. The informal
testing showed this design flaw immediately. It is not suggested
a professional designer would not detect such a design flaw. We are
suggesting novices to the field of design might not see flaw on a CAD system,
but they would be able to detect it out in the field.
Known problems of registration can be effectively overcome through allowing
the user to use their natural ability to align similar visual patterns
together.
We are going the continue to investigate the visualisation of architecture
designs. Features we are investigating to incorporate into the next
generation of system, TINMITH3, are as follows:
-
full 3D rendering of design models, with texture mapping,
-
rendering groups of objects and facets,
-
incorporate additional file formats,
-
animation of articulated parts of the building (doors swinging, people
walking, or windows opening), and
-
addition of a model of sun light to depict shadows during the day.
The research issues which need to addressed to effectively use augmented
reality in an outdoor setting are as follows:
-
These systems require accurate and timely tracking in the outdoors.
The tracking with limited infrastructure in an outdoor environment
is a challenging problem.
-
These systems potentially will use low bandwidth networks. The network
and distributive problems are being investigated but many of these solutions
assume a traditional laboratory setting. Wireless computing is looking
at issues of providing Internet like capabilities to the user on the street,
or even the outback. The bandwidth requirement for sending digital images,
audio, and video signals is still higher than current technology can provide.
-
A wearable computer requires a computing system with a set of limited
resources. The HMDs require the use of small displays. The local secondary
storage and computing power are both limited.
-
An augmented reality interface requires a novel form of information
presentation. Traditional user interface technology is inadequate for
seethrough or small above the eye displays. In the case of seethrough displays,
a major portion of the screen should not occlude the physical world. There
is a need for more information with less pixels. This is possible due to
the fact that the system's task is to augment the user's field of view,
and not to provide all the contextual information. The registration of
overlay images on a user's display is a key issue. We envision a traditional
laptop computer to cope with tasks such as word processing.
-
The outdoor environments limits choice of user input devices. With
the user in an outdoor environment, many input devices designed for an
office environment are no longer functional. Hands free viewing of the
information space allows the user to perform different tasks while viewing
the information in their HMD.
Acknowledgements
The authors would like to acknowledge the assistance of Victor Demczuk
and Franco Principe of Land Operations Division at Defence Science and
Technology Organisation, Salisbury, South Australia. We would like
to thank Dan Makovec for technical assistance. Finally thank you
to Judy Thomas and John Marist for proof reading our paper.
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