Head Tracking in AR
Virtual reality (VR) places a person entirely in a virtual world. In contrast to this, augmented reality (AR) adds virtual elements to a perception of the real world. Many AR applications place annotations and labels onto real-world objects, but some projects place virtual objects that blend into the environment, with an ambition of reaching the same quality as movie post-production.
While processing and rendering delays in VR can lead to the well-know virtual reality sickness, AR suffers from a different problem: delayed responses to movements of the AR user make the perfect blending of virtual elements into the real world impossible, thereby breaking the illusion.
This thesis is concerned with the two aspects:
- First, tracking methods must be evaluated. The relevant methods are image-based tracking, marker-based tracking, and tracking by inertia measurement unit (IMU).
- Second, find out whether the prediction of body and head movement allows advance rendering to improve the user impression.