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    Real-Time Occlusion Handling for Dynamic Augmented Reality Using Geometric Sensing and Graphical Shading

    Source: Journal of Computing in Civil Engineering:;2013:;Volume ( 027 ):;issue: 006
    Author:
    Suyang Dong
    ,
    Chen Feng
    ,
    Vineet R. Kamat
    DOI: 10.1061/(ASCE)CP.1943-5487.0000278
    Publisher: American Society of Civil Engineers
    Abstract: The primary challenge in generating convincing augmented reality (AR) graphics is to project three-dimensional (3D) models onto a user’s view of the real world and create a temporal and spatial sustained illusion that the virtual and real objects coexist. Regardless of the spatial relationship between the real and virtual objects, traditional AR graphical engines break the illusion of coexistence by displaying the real world merely as a background and superimposing virtual objects on the foreground. This research proposes a robust depth-sensing and frame buffer algorithm for handling occlusion problems in ubiquitous AR applications. A high-accuracy time-of-flight (TOF) camera is used to capture the depth map of the real world in real time. The distance information is processed in parallel using the OpenGL shading language (GLSL) and render to texture (RTT) techniques. The final processing results are written to the graphics frame buffers, allowing accurate depth resolution and hidden surface removal in composite AR scenes. The designed algorithm is validated in several indoor and outdoor experiments using the scalable and modular augmented reality template (SMART) AR framework.
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      Real-Time Occlusion Handling for Dynamic Augmented Reality Using Geometric Sensing and Graphical Shading

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    http://yetl.yabesh.ir/yetl1/handle/yetl/59260
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    contributor authorSuyang Dong
    contributor authorChen Feng
    contributor authorVineet R. Kamat
    date accessioned2017-05-08T21:40:52Z
    date available2017-05-08T21:40:52Z
    date copyrightNovember 2013
    date issued2013
    identifier other%28asce%29cp%2E1943-5487%2E0000286.pdf
    identifier urihttp://yetl.yabesh.ir/yetl/handle/yetl/59260
    description abstractThe primary challenge in generating convincing augmented reality (AR) graphics is to project three-dimensional (3D) models onto a user’s view of the real world and create a temporal and spatial sustained illusion that the virtual and real objects coexist. Regardless of the spatial relationship between the real and virtual objects, traditional AR graphical engines break the illusion of coexistence by displaying the real world merely as a background and superimposing virtual objects on the foreground. This research proposes a robust depth-sensing and frame buffer algorithm for handling occlusion problems in ubiquitous AR applications. A high-accuracy time-of-flight (TOF) camera is used to capture the depth map of the real world in real time. The distance information is processed in parallel using the OpenGL shading language (GLSL) and render to texture (RTT) techniques. The final processing results are written to the graphics frame buffers, allowing accurate depth resolution and hidden surface removal in composite AR scenes. The designed algorithm is validated in several indoor and outdoor experiments using the scalable and modular augmented reality template (SMART) AR framework.
    publisherAmerican Society of Civil Engineers
    titleReal-Time Occlusion Handling for Dynamic Augmented Reality Using Geometric Sensing and Graphical Shading
    typeJournal Paper
    journal volume27
    journal issue6
    journal titleJournal of Computing in Civil Engineering
    identifier doi10.1061/(ASCE)CP.1943-5487.0000278
    treeJournal of Computing in Civil Engineering:;2013:;Volume ( 027 ):;issue: 006
    contenttypeFulltext
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    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian