{"id":166998,"date":"2014-09-06T00:00:00","date_gmt":"2014-09-06T00:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/flare-fast-layout-for-augmented-reality-applications\/"},"modified":"2018-10-16T21:26:20","modified_gmt":"2018-10-17T04:26:20","slug":"flare-fast-layout-for-augmented-reality-applications","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/flare-fast-layout-for-augmented-reality-applications\/","title":{"rendered":"FLARE: Fast Layout for Augmented Reality Applications"},"content":{"rendered":"
\n

Creating a layout for an augmented reality (AR) application which embeds virtual objects in a physical environment is difficult as it must adapt to any physical space. We propose a rule-based framework for generating object layouts for AR applications. Under our framework, the developer of an AR application specifies a set of rules (constraints) which enforce self-consistency (rules regarding the inter-relationships of application components) and scene consistency (application components are consistent with the physical environment they are placed in). When a user enters a new environment, we create, in real-time, a layout for the application, which is consistent with the defined constraints (as much as possible). We find the optimal configurations for each object by solving a constraint-satisfaction problem. Our stochastic move making algorithm is domain-aware, and allows us to efficiently converge to a solution for most rule-sets. In the paper we demonstrate several augmented reality applications that automatically adapt to different rooms and changing circumstances in each room.<\/p>\n<\/div>\n

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Creating a layout for an augmented reality (AR) application which embeds virtual objects in a physical environment is difficult as it must adapt to any physical space. We propose a rule-based framework for generating object layouts for AR applications. Under our framework, the developer of an AR application specifies a set of rules (constraints) which […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13562,13551],"msr-publication-type":[193716],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-166998","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-computer-vision","msr-research-area-graphics-and-multimedia","msr-locale-en_us"],"msr_publishername":"IEEE","msr_edition":"Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on","msr_affiliation":"","msr_published_date":"2014-09-06","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"978-1-4799-6184-9","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"204661","msr_publicationurl":"","msr_doi":"10.1109\/ISMAR.2014.6948429","msr_publication_uploader":[{"type":"file","title":"layoutopt_short_optimized.pdf","viewUrl":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/02\/layoutopt_short_optimized.pdf","id":204661,"label_id":0},{"type":"doi","title":"10.1109\/ISMAR.2014.6948429","viewUrl":false,"id":false,"label_id":0}],"msr_related_uploader":"","msr_attachments":[{"id":204661,"url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/02\/layoutopt_short_optimized.pdf"}],"msr-author-ordering":[{"type":"user_nicename","value":"rgal","user_id":33388,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=rgal"},{"type":"user_nicename","value":"liors","user_id":32695,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=liors"},{"type":"user_nicename","value":"eyalofek","user_id":31772,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=eyalofek"},{"type":"user_nicename","value":"pkohli","user_id":33269,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=pkohli"}],"msr_impact_theme":[],"msr_research_lab":[],"msr_event":[],"msr_group":[],"msr_project":[617844],"publication":[],"video":[],"download":[],"msr_publication_type":"inproceedings","related_content":{"projects":[{"ID":617844,"post_title":"VR and AR in the wild.","post_name":"vr-ar-in-the-wild","post_type":"msr-project","post_date":"2019-10-27 19:02:21","post_modified":"2020-12-25 17:05:40","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/vr-ar-in-the-wild\/","post_excerpt":"New inside-out tracking HMDs allows users to wander through large environments using continuous 'inside-out' optical tracking, opening the opportunity for applications to spread over large spaces and time intervals. 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