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MeetingACGS Committee Meeting 102 - Niagara Falls - October 2008
Agenda Location4 GENERAL COMMITTEE TECHNICAL SESSION
4.1 Research Institutions, Industry, and University Reports
4.1.1 Research Institutes and Companies
4.1.1.13 Systems Technology Inc.
TitleSystems Technology Inc.
PresenterDavid Klyde
Available Downloads*presentation
*Downloads are available to members who are logged in and either Active or attended this meeting.
AbstractFor Meeting #102 of the Aerospace Guidance and Control Systems Committee, Systems Technology, Inc. (STI) is pleased to present a short summary of the status of our Fused-Reality simulation technology. Fused Reality merges video with virtual environments that are either generated from within the same processor, or from an external processor. Figure 1 shows the basic concept of Fused Reality, where a near-space processor takes in video from a camera mounted on the user’s headset, an external IG produces the virtual environment, and a device digitally combines the two after stripping the video layer of the keying color (magenta for this example). The composite picture is sent back to the user’s helmet mounted display (HMD).

Figure 1: Fused Reality concept using an electronic video combiner.
An example of this effect is shown in Figure 2. In this application the machine gun hardware is manually operated for an aerial training task. In the left panel of Figure 2, the gun is set against a backdrop of magenta, and in the right panel the magenta has been keyed out and replaced with a virtual scene viewed from a helicopter cabin. Fused Reality decomposes color into Hue, saturation, and value (HSV) that is used to identify pixels that belong to the color key.

Figure 2: STI’s M240-D machine gun trainer with magenta background.
One of the most powerful aspects of Fused Reality is the capability to capture real-time video, paste it onto virtual objects, and maneuver those virtual objects within the virtual scene (thus any occlusion that would occur when the virtual object lies behind another object in the foreground also occurs with the real-time video that is pasted to it). These physical images are extracted individually by object recognition. Figure 3 shows an example of this in the current version of Fused Reality. Here the physical object, a hand, is identified by pixel brightness (the background is a black cloth). The pixels associated with the hand are placed onto a virtual billboard which is then maneuvered in 3D virtual space via a joystick. Note that the strut of the water tower is occluding the hand that is behind it. In the example shown in Figure 3, the IG and video were processed from within the same machine, i.e., knowledge about the virtual objects was available.

Figure 3: Fused Reality showing real-time virtual deployment of a physical object.



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