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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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