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When producing an engaging augmented reality (AR) user experience, it is crucial to create AR content that mimics real-life objects' behavior to the greatest extent possible. A critical aspect to achieve this is ensuring that the digital objects conform to line-of-sight rules and are either partially or completely occluded, just like real-world objects would be. The study explores the concept of utilizing a pre-existing 3D representation of the physical environment as an occlusion mask that governs the rendering of each pixel. Specifically, the research aligns a Level of Detail (LOD) 1 building model and a 3D mesh model with their real-world counterparts and evaluates the effectiveness of occlusion between the two models in an outdoor setting. Despite the mesh model containing more detailed information, the overall results do not show improvement. In an indoor scenario, the researchers leverage the scanning capability of HoloLens 2.0 to create a pre-scanned representation, which helps overcome the limited range and delay of the mesh reconstruction.
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Citation: Alfakhori, M.; Sardi
Barzallo, J.S.; Coors, V. Occlusion
Handling for Mobile AR
Applications in Indoor and Outdoor
Scenarios. Sensors 2023,23, 4245.
https://doi.org/10.3390/s23094245
Academic Editors: Cynthia Changxin
Wang, Johnson Xuesong Shen and
Mitko Aleksandrov
Received: 28 March 2023
Revised: 19 April 2023
Accepted: 22 April 2023
Published: 24 April 2023
Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
sensors
Article
Occlusion Handling for Mobile AR Applications in Indoor and
Outdoor Scenarios
Muhammad Alfakhori * , Juan Sebastián Sardi Barzallo and Volker Coors
Centre for Geodesy and Geoinformatics, Stuttgart University of Applied Sciences (HFT Stuttgart),
70174 Stuttgart, Germany
*Correspondence: muhammad.alfakhori@hft-stuttgart.de
Abstract:
When producing an engaging augmented reality (AR) user experience, it is crucial to create
AR content that mimics real-life objects’ behavior to the greatest extent possible. A critical aspect to
achieve this is ensuring that the digital objects conform to line-of-sight rules and are either partially or
completely occluded, just like real-world objects would be. The study explores the concept of utilizing
a pre-existing 3D representation of the physical environment as an occlusion mask that governs the
rendering of each pixel. Specifically, the research aligns a Level of Detail (LOD) 1 building model
and a 3D mesh model with their real-world counterparts and evaluates the effectiveness of occlusion
between the two models in an outdoor setting. Despite the mesh model containing more detailed
information, the overall results do not show improvement. In an indoor scenario, the researchers
leverage the scanning capability of HoloLens 2.0 to create a pre-scanned representation, which helps
overcome the limited range and delay of the mesh reconstruction.
Keywords:
augmented reality; mixed reality; occlusion; urban planning; AEC; HoloLens; 3D city
model; CityGML
1. Introduction
Augmented reality (AR) is a technology that blends digital information, such as
images, sounds, and other sensory inputs, with the real world in real time. It involves using
a camera and a display device, which could be a smartphone, tablet, or AR headset, to
overlay virtual objects and information onto the physical environment. In other words, AR
allows users to view contents and objects that they would otherwise be unable to see [1].
AR can be extended further to provide a more interactive and immersive experience by
introducing interaction between digital content and the real-world environment, achieving
a mixed reality (MR) and near-real experience. This necessitates a seamless transition
between virtual and physical environments, as well as the ability for both to coexist
and interact realistically. However, simulating physical interactions, such as collisions,
shadows, lighting, and occlusions, is a difficult challenge to overcome [
1
,
2
]. Therefore,
digital content should align with the real environment, including position, scale, and
occlusion by other objects.
Milgram et al. [
3
] presented the reality–virtuality continuum, a theoretical model
(shown in Figure 1) that describes the different levels of immersion and interaction between
the physical world and virtual environments. It spans from the real world (reality) on
one end to fully immersive virtual environments (virtuality) on the other. The continuum
includes various levels of augmented reality, mixed reality, and augmented virtuality
depending on the extent of digital content presence.
The reality–virtuality continuum shows the trade-offs between immersion and real-
world interaction, which helps designers create immersive experiences. Immersion and
interaction may vary by use case and experience.
Sensors 2023,23, 4245. https://doi.org/10.3390/s23094245 https://www.mdpi.com/journal/sensors
Sensors 2023,23, 4245 2 of 15
Figure 1. Reality–virtuality continuum (adapted from [3]).
The objective of occlusion in AR scenarios is to ensure compliance with the laws of
line of sight. This means that virtual objects positioned behind real-life objects should be
concealed or hidden from view to provide a more authentic experience for viewers and
enhance their perception of depth, as shown in Figure 2. Neglecting to apply the occlusion
effect results in the digital content appearing to float above the scene rather than being
part of it, as demonstrated in Figure 2. However, when the occlusion effect is employed,
portions of the physical objects are obscured, resulting in a more natural-looking scene,
where the digital content merges seamlessly with the real-world environment, creating a
more realistic experience.
To achieve occlusion, a 3D model of the physical environment is required as a basis
for concealing virtual objects. This representation functions as a mask to hide the digital
content. To create this real-world model, real-time 3D sensing methods can be used, or
a pre-existing city model in a generalized format can be used. Both methods achieve the
same outcome.
Figure 2.
Demonstration of the occlusion effect. (
left
) Occlusion disabled. Occlusion enabled (
right
).
AR has significant applications in both indoor and outdoor settings. In indoor AR,
digital content is superimposed onto the physical space of a closed environment, such as a
room or building. In contrast, outdoor AR is used to enhance experiences in open areas,
such as parks or streets. The difference between the two lies in the environmental factors
that influence the user’s experience, such as lighting and space limitations. While indoor
AR can provide a more controlled and structured environment for users, outdoor AR often
requires more advanced tracking and localization technologies to accurately place digital
content in the user’s view. Overall, both indoor and outdoor AR have vast potential in
numerous fields, including education, entertainment, and navigation, offering innovative
and engaging ways to interact with the world around us.
Sensors 2023,23, 4245 3 of 15
Given the crucial role urban planning plays in our daily lives, emerging technologies
such as AR have the potential to make significant contributions to the field. To expand
beyond the current limited range of two-dimensional data visualization or marker-based
systems, it is imperative to increase the use of qualitative augmented reality solutions [4].
Objective
Building on their prior research [
5
], this research aims to develop an augmented
reality participation tool that can handle occlusion effectively in both indoor and outdoor
environments. This was accomplished by studying the occlusion problem and utilizing
various data sources to function as an occlusion mask. The study compares the effectiveness
of the mesh model and LOD1 building model for occlusion handling in terms of quality and
processing requirements and provides recommendations on their optimal use in different
scenarios. Furthermore, this research aims to address the discrepancies between indoor
and outdoor AR occlusion handling to improve the overall usability and effectiveness of
the tool.
2. State of the Art
2.1. Outdoor AR
To visualize digital content accurately based on the user’s intended location in an
outdoor environment, it is essential to determine the user’s position and viewpoint. Track-
ing technologies can be classified into three types: sensor based, computer vision based,
and hybrid. Sensor-based tracking involves using GNSS sensors, magnetometers, and
gyroscopes to determine the camera position and field of view (FOV) [
1
,
6
]. Although this
solution’s mobility makes it ideal for outdoor AR, research indicates that GNSS accuracy
limits the user’s experience and may result in an incorrect visualization [
1
,
4
,
7
]. To improve
accuracy, a wide-area, high-precision RTK GNSS tracking system can be implemented [8].
The computer-vision-based tracking, on the other hand, uses camera frames to estimate
where the object is and how it is moving [
9
]. The drawback to this approach is that the
markers have to be visible at all times, and other elements of the environment must not
block their view. Ref. [
10
] introduceda direct integration of large 3D point clouds with
semantics in a web-based, markerless mobile AR application for real-time visualization. A
recent study [
11
] proposed an end-to-end network, Siam2D3D-Net, to jointly learn local
feature representations for 2D image patches and 3D LiDAR point cloud volumes by using
mobile laser scanning (MLS) data from the urban scene and provides a precise 2D–3D
patch–volume dataset that contains paired matching 2D image patches and 3D LiDAR
point cloud volumes. The results show that the proposed Siam2D3D-Net can match and
establish 2D–3D correspondences between the query 2D image and the 3D LiDAR point
cloud reference map.
The hybrid-based tracking approach is a combination of the two tracking methods
that came before it. In this approach, the readings from the sensors are used to initiate the
tracking process, and further improvement can be achieved through the use of computed
vision [
12
]. A hybrid combination that includes inertial measurement unit (IMU) sensors
and a GNSS receiver with computer vision in order to improve GNSS accuracy is one of
the methods that can be used in this context [13].
Ref. [
12
] discussed AR in-vehicle infotainment (AR-IVI), which involves the inte-
gration of digital information to assist drivers in navigating and learning about their
surroundings, and may also be extended to entertain passengers. The study demonstrates
the system structure and highlights the need to integrate different sensors, as visual sensing
systems may not function properly in hazardous weather conditions. In such situations,
the system must be able to detect and reject low-quality data to ensure safety.
A new approach for large-scale outdoor AR involves using a 3D city model that
includes terrain and building models. These models are processed into meshes to align
the scene with the real world, which requires an initial alignment from the user. With this
Sensors 2023,23, 4245 4 of 15
method, mobile devices can be accurately registered worldwide, enabling effective and
precise AR experiences [14].
Ref. [15] presented a hybrid and lightweight solution for the 3D tracking of arbitrary
geometry for use in AR scenarios that take place outside. In order to validate and improve
tracking performance in large-scale and uncontrolled outdoor environments, the camera
pose information obtained by the ARCore Software Development Kit (SDK) and the vSLAM
algorithm is combined with the semantic and geometric output of a convolutional neural
network (CNN) object detector. The methodology consists of the following three primary
steps: (i) the real-time detection, segmentation, and localization of the region of interest
(ROI) in camera frames; (ii) the computation of 2D–3D correspondences to enhance pose
estimation of a 3D overlay; and (iii) the training of the Mask R-CNN model to extract the
class, bounding box, and mask predictions.
2.2. Occlusion Handling in AR
Occlusion is a highly effective 3D cue; in fact, it is the most fundamental depth
indicator [
16
]. Ref. [
17
] provided a comprehensive review of 161 articles on AR occlusion
handling published between January 1992 and August 2020. The occlusion problem can be
summarized into the order problem, the X-vision problem, and the visual display problem.
The first and most important problem to be solved is the order problem, in which the
rendering order of various objects is determined to establish whether each pixel’s value is
derived from the real world or the augmented image.
Ref. [
2
] presented a model-based approach, where actual items are wrapped in an
approximate bounding box and the tracking camera is used to locate the real target. Then, a
segmentation mask is generated by subtracting the background. On the other hand, Ref. [
1
]
used the Open Street Map (OSM) building footprint and extruded it with generic values to
create a mask model for outdoor occlusion. However, the generalization of the building’s
height provided an inaccurate occlusion effect.
By contrast, Ref. [
5
] utilized the Level of Detail 1 (LOD1) CityGML building model to
generate an occlusion mask. The occlusion model is aligned with the real-world equivalent
by means of a computer vision approach based on feature point detection, which helps to
maintain the position of the mask model.
In their work, Ref. [
18
] proposed an airborne AR solution that uses drones to visualize
different landscape scenarios, while making use of the existing twin model as an occlu-
sion mask. The method involves using a detailed mesh city model, which enables them
to achieve a precision of approximately 0.80 using intersection over union. Due to the
complexity of the occlusion model, the video stream is processed first at the server and
then delivered to the user with a delay of 3 s.
The depth-based technique involves using live data to capture and estimate the depth
of the real world. There are various methods for acquiring the live depth model, including
using a stereo camera to reconstruct depth [
2
]. Monocular images can also be used, as
shown by [
19
], who utilized monocular SLAM to reconstruct the assembly scene. The
rebuilt sparse 3D points are then transformed into depth points in the depth map. Although
the proposed method achieved accurate results, it required a dedicated GPU to perform
real-time SLAM, which limited the solution to GPU-enabled devices.
Another approach to depth-based occlusion handling is demonstrated by [
20
], who
used AI to perform instance segmentation to extract individual buildings and then com-
pared them with map data to determine the distance between the user and each building.
However, this method shows inaccuracy during user movement, as the FOV is updated and
new segmentation is required. Ref. [
21
] took a different approach and registered RGB-D
images to the real world using FAST-ICP-ORB to determine which part of the virtual object
to render. This approach requires extra hardware, such as a Microsoft Kinect, to generate
the RGB-D images. In comparison to the previous methods, the hardware requirement may
limit the application of this approach.
Sensors 2023,23, 4245 5 of 15
2.3. AR for Urban Planning and Architecture
Urban planning experts can navigate city streets while projecting 3D virtual structures
through a wide range of AR applications to increase the level of immersion in urban
planning solutions. According to [
22
], interactive solutions can enhance public engagement
in urban planning procedures significantly. To achieve this, a smartphone application was
developed that overlays the proposed building design on the real-world environment,
allowing viewers to inspect and provide feedback on the suggested 3D architectural model.
As a result, the graphical user interface (GUI) was designed to be as simple and intuitive as
possible, with smartphone familiarity having a direct impact on the user experience.
The City 3D-AR pilot project addresses the challenge of placing 3D objects in real-
world environments by utilizing GPS longitude and latitude data. However, accurately
representing large 3D objects in external environments and recognizing building locations
based on viewer distance and angle pose significant challenges. The conventional fiducial
marker technique, typically used for indoor applications over short distances, is not suitable
for outdoor use [
4
]. In this project, a processing and rendering laptop connected to a
USB GPS sensor was used to achieve accurate positioning. The Vuzix Wrap 920AR AR
head-mounted display (HMD) was utilized to visualize the output. The user’s location is
continuously tracked to enable viewer movement and automatic 3D object transformations,
rotations, and scaling in response to changes in viewing angle and distance. To provide
an interactive AR experience, a database of 3D buildings was included, enabling users to
modify architectural models.
Following the 2011 earthquakes in Christchurch, CityViewAR was developed to dis-
play panoramic images of the city [
6
]. The application was designed to aid in the reconstruc-
tion of destroyed structures and plan for future urban growth. To navigate the panoramas,
a GPS-enabled smartphone is required. The panoramic visuals rotate as the viewer rotates
the device’s gyroscope sensor, providing an immersive and interactive experience.
Communicating design ideas between architects and end users in the context of
architectural design has always been a challenging and time-consuming task. Various tools
and techniques, such as sketches and scale models, have been utilized throughout history
to address this challenge [
23
,
24
]. However, until the advent of current technologies, such
as CAD and BIM, they were limited to two-dimensional representations, which reduced
the intuitiveness of the process [
25
]. The integration of extended reality (XR) technologies
with BIM has emerged as a promising tool for optimizing the communication of design
ideas among professionals and stakeholders throughout the architecture, engineering, and
construction (AEC) industry process [26].
3. Methodology
Most of the research on occlusion handling aims to achieve precise results at the pixel
level. To achieve this objective, researchers use either real-time 3D sensing technology at a
small scale or a pre-existing model of the environment in their studies. However, both of
these methodologies have not been able to integrate effectively into their findings.
Moreover, prior research requires additional hardware or external processing to create
the occlusion mask, which limits the mobility of the application. As a result, developing a
method that can accurately handle occlusion in real time without additional hardware or
external processing would be a significant step forward in this field.
The current study proposes a technique to enhance augmented reality applications
by integrating real-world 3D models as an occlusion mask. The proposed method aims
to overcome the limitations of real-time scanning, such as the range and transparency
of materials, such as window glass, and provide a more accurate representation of the
augmented environment. By aligning the 3D model with the real environment in real
time, the approach aims to minimize the discrepancies between the virtual and real-world
objects, enhancing the overall immersion and realism of the augmented environment. The
method has the potential to find applications in various fields, such as urban planning,
Sensors 2023,23, 4245 6 of 15
architecture, and interior design, improving the user experience and the efficiency of the
design process.
3.1. Platform
The AR occlusion handler was developed using the Unity game engine and the Mixed
Reality Toolkit (MRTK) AR SDK, while the Microsoft HoloLens 2.0 platform was used for
3D real-time sensing and AR application development. The onboard ToF camera, which
has a limited range of 5 m, was used for this purpose.
3.2. Data Preparation
The occlusion mask for the AR application was created by utilizing the CityGML
building model LOD1 and the 3D mesh model provided by the Surveying Measurements
Office of the City of Stuttgart (Stadtmessungsamt Stuttgart). Since CityGML data are stored
in a text-based format, they had to be converted to a 3D mesh OBJ format to be loaded
into the game engine. To achieve this, an attribute filter based on the block number was
used to extract the buildings, followed by an OBJ writer to provide a mesh output using
the FME Workbench.
Even though both CityGML and 3D mesh models use real-world coordinate systems
based on UTM projection (UTM/ETRS89 EPSG:25832) with the
Z
-axis pointing upward,
a transformation is necessary to generate a local coordinate system that is suitable for
computer graphics. When using the real-world coordinate system in computer graphics, a
problem arises because the
Z
-axis extends toward the user and beyond the screen, leading
to the presentation of the wrong side of the building.
In this instance, the transformation matrix presented below involves a rotation around
the X-axis and a translation to the origin point:
1 0 0 513000.0
0 0 1 5402000.0
01.0 0 256.0
0 0 0 1
The 3D mesh model that covers the entire study area contains information beyond the
scope of building geometry, such as trees and streets, which are not necessary for occlusion
purposes. Therefore, manual mesh segmentation is required to extract the buildings. As
shown in Figure 3, the extracted buildings are highlighted in the mesh of the study area.
Figure 3. Extracted building from the 3D mesh model.
Sensors 2023,23, 4245 7 of 15
3.3. Study Cases
The significant horizontal and vertical distances pose a limitation, as objects that fall
outside the scanning range of the device will not be considered in the occlusion mask based
solely on the scanned data.
The Leonhardsviertel area in the city of Stuttgart, depicted in Figure 4, was chosen
as an outdoor case study as part of iCity2: Streetmoves4iCity (https://www.hft-stuttgart.
de/forschung/projekte/aktuell/icity2-streetmoves4icity, accesed on 16 March 2023). The
project’s objective is to encourage sustainable mobility and improve the urban space by
implementing a car-free environment. To achieve this, occlusion masks were created based
on LOD1 and 3D mesh models, which were then aligned with the actual buildings in the
study area. The process of creating each mask is compared, and the results of both masks
are evaluated.
Figure 4. Bird’s eye view of the Leonhardsviertel study area. Image source: Google Earth.
Despite the indoor environment being more regulated, it presents its own challenges,
including range limitations that persist indoors. The presence of various material types
in the scene can impact the scan, and transparent windows can cause inaccuracies in the
representation of the scan.
The indoor study was conducted in a space that covers approximately 309 square
meters, with dimensions of roughly 27.76 m by 11.12 m. The objective of the study was
to simulate a real-world office layout design scenario with enough space to render three
office modules at a 1:1 scale. In the users’ study mentioned in Section 5.3, users were given
the opportunity to actively participate in the design rectification process by manipulating
digital furniture and structural components. To obtain the 3D mesh of the room, the
Microsoft HoloLens 2 Spatial Mapping feature was utilized, given the size of the room.
Imperfections captured during the scanning process were subsequently rectified through
mesh editing, and the mesh was exported for integration between the design draft made
on BIM and the real-world scanned mesh, as seen in Figure 5, which served as a reference
Sensors 2023,23, 4245 8 of 15
for the design draft. Finally, the occlusion material was attached to the 3D mesh to create
an occlusion mask for the scene.
Figure 5. Office design aligned with the 3D scanned mesh used as occlusion mask.
4. Implementation
4.1. Occlusion Shader
The occlusion shader is responsible for determining the appearance of each pixel on
the display. This shader is contained within a material that can be applied to either the 3D
building model or the 3D mesh model as an occlusion mask. To ensure that the occlusion
mask is computed before any other meshes in the scene, the Queue value should be set to
one unit below the geometry value as shown in Listing 1. The geometry value, which is
always set to 2000, specifies the priority for displaying solid objects. The occlusion mask
pixels are written to the depth buffer when ZWrite is enabled, while the ZTest is configured
to render only the geometry that is in front of other objects, and not any pixels behind
them. This means that the occlusion mask prevents all objects located behind it from being
rendered. Additionally, the ColorMask is set to zero, which allows the shader to adjust all
three RGB values as well as the alpha channel that represents transparency. The HoloLens
adds colors together, so black appears translucent. When the geometry of the building
model, which acts as an occlusion mask, is drawn in the scene, any object that is hidden
behind it will be obscured.
Listing 1. Defining the rendering queue.
1 Shader "Occlusion"
2 {
3 SubShader
4 {
5 Tags { "Queue"="Geometry-1" }
6 ZWrite On
7 ZTest LEqual
8 ColorMask 0
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Lines 15–31 in Listing 2define the necessary structure for storing position data input
and output. The POSITION parameter is utilized for transmitting the 32-bit 3D coordinates
of each pixel, whereas SV POSITION maintains the screen coordinates of the object and the
Z value provided by the ZTest.
Listing 2. Necessary structure for storing position data input and output.
15 CGPROGRAM
16 #pragma vertex vert
17 #pragma fragment frag
18
19 #include "UnityCG.cginc"
20
21 struct appdata
22 {
23 float4 vertex : POSITION;
24 UNITY_VERTEX_INPUT_INSTANCE_ID
25 };
26
27 struct v2f
28 {
29 float4 position : SV_POSITION;
30 UNITY_VERTEX_OUTPUT_STEREO
31 };
Lines 33–38 Listing 3contain the fundamental operation to convert vertex object-
space 3D coordinates into 2D screen coordinates. Additionally, lines 40 to 42 implement
a fixed4 method that produces a black color value for each vertex during the screen
rendering process.
Listing 3. Convert vertex object-space 3D coordinates into 2D screen coordinates.
33 v2f vert (appdata input)
34 {v2f output;
35 UNITY_SETUP_INSTANCE_ID(input);
36 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
37 output.position=UnityObjectToClipPos(input.vertex);
38 return output;}
39
40 fixed4 frag (v2f input) : SV_Target
41 {return fixed4(0.0, 0.0, 0.0, 0.0);}
42 ENDCG
43 }
44 }
4.2. Alignment of the Occlusion Mask
To align the occlusion mask with the physical environment, the spatial anchor from
the MRTK SDK is employed to establish a reference point and its relation to other detected
keypoints. This involves utilizing a set of anchors that are automatically generated and
distributed. Once the entire 3D scene is aligned with the real environment based on these
anchors, a camera component transformation correction is performed.
The “Spongy State” was the initial state of the application, where the current head
tracking data and spatial anchor served as a dynamic input for the world looking tool. In
this state, the origin point of the local coordinate system was based on the head pose. Then,
an optimization engine was used to align the 3D scene with the real world by applying
Sensors 2023,23, 4245 10 of 15
rotation and translation, while maintaining a consistent scale. The resulting transformation
was saved in a “Frozen State” to ensure persistence across different application sessions.
5. Results and Evaluation
5.1. Outdoor Case Study
For the outdoor case study, both the LOD1 and 3D mesh building models were
appropriately aligned with the actual buildings in the study area. Figure 6presents the
occlusion effect based on the3D building model that was used as an occlusion mask. On the
left side, the 3D design can be seen floating over the genuine building when occlusion is
disabled. On the right side, the scene depicts how it appears when the occlusion handling
is activated. The occlusion mask is precisely aligned with the real-life counterpart, causing
augmented content to be obscured along the building’s edge. The occlusion mask’s edges
appear crisp since the building’s geometry was represented using straight edges. On the
other hand, Figure 7shows the occlusion effect is based on the 3D mesh model where the
edges of the buildings are not presented with straight lines.
Figure 6. Occlusion based on the 3D mesh building model. (left) Disabled. (right) Enabled.
Figure 7.
(
left
) Alignment of the 3D mesh model with actual building. (
right
) Occlusion based on the
3D mesh model.
5.2. Indoor Case Study
The digital elements had to be organized considering the pre-existing furniture and
the central walls of the room; nevertheless, the time delay and the changing depth of the
spatial mesh reconstruction caused continuous failures of occlusion and collision of digital
objects with real-world ones. As a result, it produced an end-user interaction that was less
fluid and intuitive.
Figure 8shows the alignment of the pre-scanned mesh with the indoor scene and the
occlusion effect is presented in Figure 9.
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Figure 8. Alignment of pre-scanned mesh with real world.
Figure 9. Occlusion effect based on the pre-scanned mesh. (left) Disabled. (right) Enabled.
5.3. Users’ Study
Since the occlusion effect is primarily a visual phenomenon, evaluating it relies on
conducting a user study, which is a crucial component of the user-centered design process.
During the user study, two user groups participated, with the first group consisting of
18 individuals from diverse backgrounds and with varying levels of experience in AR, in
the outdoor experiment. The second group of 20 individuals comprised an equal number
of males and females (10 each) and ranged in age from 18 to 57 years old. In total, 40% of
the participants were AEC-related students, 25% were students from other fields, such as
computational design and industrial engineering, 25% were AEC-related professionals,
and 10% were professionals from other fields. Although the age range of the participants
was fairly evenly distributed, it was interesting to note that 60% of the participants had
previous similar experiences related to the use of augmented reality. In part, this reflects
the rapid adoption of augmented reality technologies today.
The two experiments began with a brief introduction to the technology and the re-
search’s objective, followed by participants being given the opportunity to explore the scene
independently. Subsequently, feedback from users was collected using a questionnaire, and
individual comments were also recorded.
In total, 86% of the first group and 68.4% of the second group reported having a
“positive overall impression” in their feedback. In contrast, only 7% of the first group
disagreed. When asked about the immersion of the experience, 86% of the first group
agreed, whereas 14% had a neutral or unfavorable impression. Comparable responses were
collected from the second group on the immersion.
During the outdoor experiment, some users reported that the visibility of the aug-
mented content was unclear and they were unable to explore the entire scene, depending
on the ambient light. Additionally, a few users commented on the quality of the content,
describing it as not appearing realistic.
In order to evaluate the overall aim of the AR tools, which is to enable users to
participate and take an active role in the design process, the second group was asked if they
thought that using this technology would make it easier for a client to approve a design draft
faster than with traditional methods. This was done to find out how professionals feel about
new technologies compared to traditional methods. In general, the answer was positive,
with 66.7% strongly agreeing with the idea, 27.8% agreeing, and 5.6% being neutral.
Sensors 2023,23, 4245 12 of 15
6. Discussion
This study’s results indicate that various real-world 3D representations can serve as
effective occlusion masks, thereby enhancing the immersive quality of the AR experience.
However, the quality of the occlusion effect may vary depending on the data sources
used and may necessitate different pre-processing techniques. It is worth noting that this
research underscores the importance of selecting appropriate data sources and employing
proper pre-processing techniques to ensure high-quality occlusion effects. Such measures
can greatly improve the overall user experience and increase the effectiveness of AR tools
in urban planning and the AEC industry. These findings can inform the development of
more advanced AR technologies that incorporate high-quality occlusion effects and provide
users with more realistic and engaging experiences.
The study’s findings indicate that the use of spatial anchors in conjunction with world
locking tools is an effective way to anchor digital content to the real-world coordinate
system in the study area. Furthermore, the study confirms the reliability of the computer
vision-based tracking system, which ensures stable tracking of the user’s position through-
out the application’s usage. These results are consistent with previous research, such as
that conducted by [
27
]. The alignment process proposed in this method is consistent with
the approach outlined in [
14
], which involves both initial and fine alignment to achieve
precise localization.
Through a comparison of the occlusion visual effect between the LOD1 building model
and 3D mesh, it becomes evident that the former offers cleaner occlusion, as the geometry
of buildings is represented by straight edges and fewer noises appear in the mesh itself.
In contrast, the mesh model comprises a vast number of discrete polygons. Although the
mesh model provides more data beyond the buildings, it necessitates segmentation to
extract various features, as the mesh does not have a semantic representation.
In spite of that, the mesh model offers a representation of roof shapes; this information
is often unnecessary, as the user typically views the environment from a ground perspective.
In contrast, the LOD2 building model can provide comparable output. Additionally, the
high cost of capturing and generating the mesh model, along with its limited availability,
may restrict the application’s transferability to other study areas.
Unlike the approach in [
1
], utilizing the aforementioned data does not necessitate any
generalization, which could result in an imprecise portrayal of building heights. Compared
to the method proposed in [
18
], our method runs in real time and does not require external
processing, which can cause delays in displaying the effect.
There are some factors that may affect the effectiveness and usability of occlusion
handling tools in indoor and outdoor cases. For instance, the lighting conditions and
environmental factors may vary significantly in outdoor environments, making it more
challenging to accurately detect and handle occlusion. Additionally, the tracking and
localization technologies required for outdoor AR may be more complex, which could
potentially impact the performance and usability of occlusion handling tools. However, the
usability of these tools is also dependent on the specific application and use case.
Although ToF technology is capable of scanning up to five meters, its range may not
always be sufficient. In the case of our study, where users interact with digital objects
and move them around, the ToF scanner’s limited range may result in incomplete scans.
This issue becomes more prominent when the application is utilized in large indoor areas,
where there is a higher probability of the scanner being unable to capture the entirety of
the environment. Incomplete scans can lead to inaccuracies in the representation of the
environment, hindering the application’s ability to provide an immersive and realistic
user experience. Thus, having a pre-scanned version of the environment can help alleviate
this issue.
In contrast to prior studies [
18
20
], a notable strength of this research is that it does
not necessitate any additional hardware or software. The occlusion mask and actual pixel
rendering are both calculated using the device itself, while even the pre-scanned mesh can
be obtained using the same hardware (HoloLens).
Sensors 2023,23, 4245 13 of 15
To ensure a high-quality user experience, it is crucial to prioritize the content quality
and realism of the three-dimensional design employed. This can be accomplished by
incorporating pre-existing elements from the study program, such as selecting tree and
grass types that complement the existing environment. Another critical consideration is
the brightness of the glasses. Negative feedback was received during sunny weather, as
it negatively impacted the overall impression and clarity of the experience. Hence, it is
necessary to use designs that are as clear as possible to enhance the user experience.
Overall, participants responded positively to the topics presented in the study. How-
ever, there were some difficulties in using the application. While the HMD provides an
immersive environment, where users can move through scenes and interact with digital ob-
jects naturally, object translation and rotation may not be as intuitive as expected. Although
beginners may require some practice before object movement becomes more natural, it is
not a particularly difficult task.
Despite the difficulties in handling the application, the results indicated that partici-
pants enjoyed the experience, which is not typical for an activity that requires a considerable
degree of difficulty for some users. Moreover, the application elicited playful behavior
among the users, encouraging a game-like experience that captured their attention and
invited them to intervene and make changes more smoothly.
7. Conclusions
The research proposes the idea of improving the way occlusion is managed by making
use of different 3D representations, such as the LOD1, 3D mesh model, and pre-scanned
model, to serve as an occlusion mask. By aligning the geometry of the building model
with its real-life equivalent, the occlusion shader determines the rendering of each pixel.
The selection of 3D data may vary depending on the specific situation. While LOD1 is
simpler to employ and yields more favorable outcomes, the mesh model can incorporate
additional details about the roof and other building characteristics. An application for
urban planning and architectural design has been developed using the suggested technique,
which enables users to engage in the decision-making process and integrate feedback from
the local community into future scenarios. To evaluate the effectiveness of the occlusion
screening effect proposed in the study, a test was conducted, involving users from various
backgrounds who assessed the application and evaluated different occlusion options. The
majority of participants observed that activating the occlusion option improved their
perception of depth and created a more immersive experience.
Subsequent research efforts will concentrate on automating the creation of the oc-
clusion mask through the availability of diverse data and user pre-selection. To enhance
user engagement, the integration of virtual 3D sounds could be considered by researchers.
The quick advancement of AR technologies and SDKs implies potential opportunities to
develop more advanced and lifelike applications in the future. Keeping pace with these
technological advancements will be a persistent challenge for researchers in this domain.
Author Contributions:
Conceptualization, M.A., J.S.S.B. and V.C.; methodology, M.A.; software,
M.A.; validation, M.A., J.S.S.B. and V.C.; investigation, M.A. and J.S.S.B.; resources, M.A., J.S.S.B. and
V.C.; data curation, M.A. and J.S.S.B.; writing—original draft preparation, M.A.; writing—review and
editing, M.A.; visualization, M.A. and J.S.S.B.; supervision, V.C.; project administration, V.C.; funding
acquisition, V.C. All authors have read and agreed to the published version of the manuscript.
Funding:
This work has been developed in the project iCity 2: Streetmoves4iCity (Funding number:
13FH9I07IA), supported by the German Federal Ministry of Education and Research (BMBF) as part
of the Forschung an Fachhochschulen funding program. The authors are responsible for the content
of this publication.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement:
Informed consent was obtained from all subjects involved in the study.
Sensors 2023,23, 4245 14 of 15
Data Availability Statement:
The data presented in this study are available on request from the
corresponding author. The data are not publicly available due to the restricted use of the CityGML
building model and 3D mesh model.
Conflicts of Interest: The authors declare no conflict of interest.
Abbreviations
The following abbreviations are used in this manuscript:
AR Augmented Reality
AEC Architecture, Engineering and Construction
CNN Convolutional Neural Network
FOV Field of View
GUI Graphical User Interface
HMD Head-Mounted Display
IMU Inertial Measurement Unit
IVI In-Vehicle Infotainment
LOD Level of Detail
MLS Mobile Laser Scanner
MR Mixed Reality
MRTK Mixed Reality Toolkit
OSM Open Street Map
ROI Region of Interest
SDK Software Development Kit
SLAM Simultaneous Localization And Mapping
ToF Time of Flight
XR Extended Reality
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... Also, a few researchers were concerned with using realistic representation to visualize virtual objects that were indistinguishable from a perceived real space, for example, an estimation of lighting in the real world [14,15], shadow simulation [16], occlusion-based rendering [17], and real-time global illumination [18]. In this study, we were interested in the motion of the virtual character in the AR environment. ...
... Moreover, realistic visualization issues for 3D representation of the physical environment related to depth perception between real-world objects and the virtual charter will need to be resolved. For example, it would be helpful to apply the occlusion handling approach suggested by Alfakhori et al. [17]. Figure 9 shows examples of how the AR character's motion can be more suitably adapted. ...
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