the future, we plan to integrate the camera model
(Scaramuzza et al., 2006) into the binocular im-
plementation of ORB-SLAM2. This way, we will
be able to use the full FOV of the cameras instead
of the currently limited 120 degrees FOV involved
by the pinhole camera model. Thus more features
will be visible, and the SLAM robustness to lo-
cally poorly textured environments will be incre-
ased.
• The stereo-vision cameras of our prototype are
held together with a carbon fiber tube and 3D prin-
ted supports. Because of the unavoidable mecha-
nical detuning of the stereo rig that happens even
when the bench is held statically, e.g. due to am-
bient temperature changes, the system has to be
re-calibrated regularly. This time consuming ope-
ration could be avoided if an on-line calibration
was available. This requires to improve the Real
Wide FOV binocular SLAM module through the
integration of the stereo-vision wide FOV model
intrinsic and extrinsic parameters in the estima-
tion process.
• Our final objective is the integration of an
OSTHMD. So, our work will be tested on such
a device as soon as the hardware is available.
9 CONCLUSIONS
This paper has presented our original VSTHMD in-
tegrated system, which consists of multiple hardware
and software modules. It provides a wide FOV (he-
mispheric for the sensing part and 110 degrees for the
display part). It enables indoor and outdoor opera-
tion, as well as interaction through the user’s gaze di-
rection. The contributions are listed below:
• The FOV limitations on existing systems have
been addressed. The two wide FOV cameras
mounted on our HMD overcome the human FOV.
This enables scene analysis, user interaction, and
image augmentation at any location inside the
FOV. A general stereoscopic calibration tool has
been developed for this stereoscopic wide FOV
system. One of the widest FOV VRHMD cur-
rently available on the market has been used, but
the proposed solution can be adapted to future
OSTHMD providing wider FOV.
• A binocular state-of-the-art implementation of
SLAM has been successfully integrated to our sy-
stem so as to enable 6-dof localization and AR
content display in unknown environments.
• A complete original Image Generation pipeline
using passive stereo-vision has been proposed. It
allows to generate stereoscopic augmented ima-
ges from different viewpoints on the basis of ima-
ges grabbed by the wide FOV stereo-vision sy-
stem, thanks to our custom multiple-step DIBR.
As passive stereo-vision is used, the proposed
approach is applicable to outdoor environments,
where conventional depth sensors tend to fail.
• A compact gaze tracker design has been proposed
and its integration inside the HMD has been pro-
ved to enable simple user interaction.
The system has been demonstrated on a simple
example application. However, it has not yet rea-
ched real time constraints required by this kind of hu-
man interaction. Possible future improvements that
should reduce the computation time and increase the
usable FOV have been discussed, and will be investi-
gated. Recent independent achievements in the litera-
ture will be taken into account, such as the VSTHMD
built in (Lai et al., 2016b) which includes a stereo
bench and a depth sensor, and features a GPU im-
plementation of a DIBR algorithm at 60 fps on a
Nvidia GTX980. As the FOV and performances of
OSTHMD increase, some elements of the software
architecture will be later ported to these new devices,
e.g., the Meta 2 (Meta, 2017).
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