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contributor authorYuzhu Lu
contributor authorShana Smith
date accessioned2017-05-09T00:32:03Z
date available2017-05-09T00:32:03Z
date copyrightJune, 2009
date issued2009
identifier issn1530-9827
identifier otherJCISB6-26003#024501_1.pdf
identifier urihttp://yetl.yabesh.ir/yetl/handle/yetl/140137
description abstractIn this paper, we present a prototype system, which uses CAVE-based virtual reality to enhance immersion in an augmented reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also present a graphic processing unit (GPU)-based method for computing occlusion between real and virtual objects in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.
publisherThe American Society of Mechanical Engineers (ASME)
titleGPU-Based Real-Time Occlusion in an Immersive Augmented Reality Environment
typeJournal Paper
journal volume9
journal issue2
journal titleJournal of Computing and Information Science in Engineering
identifier doi10.1115/1.3130144
journal fristpage24501
identifier eissn1530-9827
keywordsImage segmentation
keywordsVirtual reality
keywordsCaves
keywordsEngineering prototypes
keywordsTexture (Materials) AND Algorithms
treeJournal of Computing and Information Science in Engineering:;2009:;volume( 009 ):;issue: 002
contenttypeFulltext


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