scholarly journals Acquiring a Radiance Distribution to Superimpose Virtual Objects onto a Real Scene

2001 ◽  
pp. 137-160
Author(s):  
Imari Sato ◽  
Yoichi Sato ◽  
Katsushi Ikeuchi
2014 ◽  
Vol 527 ◽  
pp. 281-285
Author(s):  
Jun An ◽  
Jin Song Fan

Augmented Reality(AR) technology aims to integrate virtual objects with real scene by using computer technology and to realize real scenes enhancing. This paper presented a research method of using osgART to develop AR application programs in MFC (Microsoft Foundation Classes) environment, and discussed some related techniques. Corresponding procedures are given in each section, and a design example for product evaluation and exhibition is presented. This example was developed by the presented method in this paper, and its system ran in good condition after repeated tests. From the results of this paper, it can be seen that by using MFC and osgART to develop AR application programs, the seamless integration and interaction between the real environment and virtual objects can been easily realized, which will be benefit to improve the efficiency of developing AR application programs.


Author(s):  
Yuzhu Lu ◽  
Shana Smith

In 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.


Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system which makes use of the characterisitcs of 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 developed a 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.


2005 ◽  
Vol 36 (14) ◽  
pp. 102-111 ◽  
Author(s):  
Imari Sato ◽  
Morihiro Hayashida ◽  
Fumiyo Kai ◽  
Yoichi Sato ◽  
Katsushi Ikeuchi

2010 ◽  
Author(s):  
Andrew T. Stull ◽  
Mary Hegarty ◽  
Richard E. Mayer

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