AR Hide and Go Seek - Mixed and Augmented Reality Project
Team Members
Russell is a first-year master's student in Electrical and Computer Engineering at University of California, Santa Barbara.
Interests
- Digital Hardware
- Computer Architecture
- Virtual/Augmented Reality

Samuel Dong is a first-year master's student in Computer Science at the University of California, Santa Barbara.
Interests
- Graphics and Simulation
- Computer Vision
- Virtual/Augmented Reality

Nataly Moreno is a third-year master's student in the Media Arts and Technology Department at the University of California, Santa Barbara.
Interests
- Computer Graphics
- Virtual/Augmented Reality
- Human-Computer Interaction
Purpose, Goals, and Outcomes
Purpose
The purpose of our project was to explore interactive augmented reality games that incorporated a larger degree of player motion. Using Occipital's Structure Sensor for state of the art tracking, we wanted to create a game that took the player's environment into account for increased interactivity.
Goals
- Model-based tracking with Occipital's Structure Sensor
- Realtime occlusion using the depth sensor
- Lighting coherence between the real and virtual worlds
- Dynamic gameplay based on model and realtime information
Outcomes
We have two versions of the augmented reality hide and go seek game:
- A version that used the Structure Sensor for realtime tracking
- A version that simulated augmented reality with joysticks
This was to allow simultaneous progress on both integrating the Structure Sensor and developing the AI and graphics.
Structure Sensor Version
In our Structure Sensor version, we were able to take pose information from the sensor and match it to our OpenGL world. We were also able to read the depth sensor's values, but we were not able to write them to OpenGL's depth buffer for realtime occlusion and visibility testing.
Simulated AR Version
In our simulated AR version, we were able to implement most of our game's functionality. This includes joystick control, visibility testing, basic hiding AI, animations, and basic lighting. We were not, however, able to render real world shadows on our virtual objects.