The MATRIS project: real-time markerless camera tracking for Augmented Reality and broadcast applications

2007 ◽  
Vol 2 (2-3) ◽  
pp. 69-79 ◽  
Author(s):  
Jigna Chandaria ◽  
Graham A. Thomas ◽  
Didier Stricker
2011 ◽  
Vol 16 (4) ◽  
pp. 614-623
Author(s):  
Ju-Hyun Oh ◽  
Kwang-Hoon Sohn

2013 ◽  
Vol 18 (3) ◽  
pp. 362-371
Author(s):  
Jungsik Park ◽  
Byung-Kuk Seo ◽  
Jong-Il Park

2018 ◽  
Vol 7 (12) ◽  
pp. 479 ◽  
Author(s):  
Piotr Siekański ◽  
Jakub Michoński ◽  
Eryk Bunsch ◽  
Robert Sitnik

Camera pose tracking is a fundamental task in Augmented Reality (AR) applications. In this paper, we present CATCHA, a method to achieve camera pose tracking in cultural heritage interiors with rigorous conservatory policies. Our solution is real-time model-based camera tracking according to textured point cloud, regardless of its registration technique. We achieve this solution using orthographic model rendering that allows us to achieve real-time performance, regardless of point cloud density. Our developed algorithm is used to create a novel tool to help both cultural heritage restorers and individual visitors visually compare the actual state of a culture heritage location with its previously scanned state from the same point of view in real time. The provided application can directly achieve a frame rate of over 15 Hz on VGA frames on a mobile device and over 40 Hz using remote processing. The performance of our approach is evaluated using a model of the King’s Chinese Cabinet (Museum of King Jan III’s Palace at Wilanów, Warsaw, Poland) that was scanned in 2009 using the structured light technique and renovated and scanned again in 2015. Additional tests are performed on a model of the Al Fresco Cabinet in the same museum, scanned using a time-of-flight laser scanner.


2008 ◽  
Vol 26 (5) ◽  
pp. 673-689 ◽  
Author(s):  
Ke Xu ◽  
Kar Wee Chia ◽  
Adrian David Cheok

2012 ◽  
Vol 38 ◽  
pp. 456-461 ◽  
Author(s):  
S. Suganya ◽  
N.R. Raajan ◽  
M.V. Priya ◽  
A. Jenifer Philomina ◽  
D. Parthiban ◽  
...  

2015 ◽  
Vol 6 (2) ◽  
Author(s):  
Rujianto Eko Saputro ◽  
Dhanar Intan Surya Saputra
Keyword(s):  

Media pembelajaran ternyata selalu mengikuti perkembangan teknologi yangada, mulai dari teknologi cetak, audio visual, komputer sampai teknologi gabunganantara teknologi cetak dengan komputer. Saat ini media pembelajaran hasil gabunganteknologi cetak dan komputer dapat diwujudkan dengan media teknologi AugmentedReality (AR). Augmented Reality (AR) adalah teknologi yang digunakan untukmerealisasikan dunia virtual ke dalam dunia nyata secara real-time. Organ pencernaanmanusia terdiri atas Mulut, Kerongkongan atau esofagus, Lambung, Usus halus, danUsus besar. Media pembelajaran mengenal organ pencernaan manusia pada saat inisangat monoton, yaitu melalui gambar, buku atau bahkan alat proyeksi lainnya.Menggunakan Augmented Reality yang mampu merealisasikan dunia virtual ke dunianyata, dapat mengubah objek-objek tersebut menjadi objek 3D, sehingga metodepembelajaran tidaklah monoton dan anak-anak jadi terpacu untuk mengetahuinya lebihlanjut, seperti mengetahui nama organ dan keterangan dari masing-masing organtersebut.


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