scholarly journals Image Based Shadowing in Real-Time Augmented Reality

2006 ◽  
Vol 5 (3) ◽  
pp. 1-7 ◽  
Author(s):  
Peter Supan ◽  
Ines Stuppacher ◽  
Michael Haller

This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


2017 ◽  
Vol 7 (2) ◽  
pp. 120
Author(s):  
Nur Imansyah ◽  
Sri Handani Widiastuti

Getting information in real time at specific times and locations is especially needed when users have high mobility. But often users are not familiar with the area, so difficulty in finding locations and information. The development of technology for location based services and augmented reality makes it easy to get information from available resources in locations using mobile devices equipped with GPS devices. The research aims to combine hotel location based services and augmented reality in android-based mobile device by manipulating virtual objects into real objects through the camera as input and mobile phone display as output.The integration of hotel location based services and augmented reality is useful for hotel users to be able to search hotel information by directing the camera mobile device in the direction of specific targets to be retrieved information. The output of the system is provided in real time on the mobile device display for the user. Output information provided in the direction of location of the hotel object and information about the object of the hotel. 


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2021 ◽  
pp. 30-38
Author(s):  
Sangita Sahana ◽  
Biswanath Roy

This paper presents variations in mesopic adaptation luminance in the presence of ambient light sources along with main light source for outdoor lighting applications. Mesopic photometry system is based on peripheral task, and adaptation luminance is required to compute the effective mesopic radiance for the measured area. Different lighting conditions were considered to determine the effect of chromaticity of bright surrounding sources other than the main light sources to the state of observer adaptation. The veiling luminance caused by the surrounding sources increases the state of observer adaptation, but not the luminance within the measurement field. It has also been observed that in case of cool white surrounding sources, adaptation luminance increases significantly than that of warm white sources.


2009 ◽  
pp. 937-951
Author(s):  
Wayne Piekarski

This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures. Named construction at a distance, these techniques are based on the action at a distance concepts employed by other virtual environments researchers. These techniques address the problem of AR systems traditionally being consumers of information, rather than being used to create new content. By using information about the user’s physical presence along with hand and head gestures, AR systems can be used to capture and create the geometry of objects that are orders of magnitude larger than the user, with no prior information or assistance. While existing scanning techniques can only be used to capture existing physical objects, construction at a distance also allows the creation of new models that exist only in the mind of the user. Using a single AR interface, users can enter geometry and verify its accuracy in real-time. Construction at a distance is a collection of 3D modelling techniques based on the concept of AR working planes, landmark alignment, constructive solid geometry operations, and iterative refinement to form complex shapes. This chapter presents a number of different construction at a distance techniques, and are demonstrated with examples of real objects that have been modelled in the physical world.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ajune Wanis Ismail ◽  
Mark Bilinghust ◽  
Mohd Shahrizal Sunar

In this paper, we describe a new tracking approach for object handling in Augmented Reality (AR). Our approach improves the standard vision-based tracking system during marker extraction and its detection stage. It transforms a unique tracking pattern into set of vertices which are able to perform interaction such as translate, rotate, and copy. This is based on arobust real-time computer vision algorithm that tracks a paddle that a person uses for input. A paddle pose pattern is constructed in a one-time calibration process and through vertex-based calculation of the camera pose relative to the paddle we can show 3D graphics on top of it. This allows the user to look at virtual objects from different viewing angles in the AR interface and perform 3D object manipulation. This approach was implemented using marker-based tracking to improve the tracking in term of the accuracy and robustness in manipulating 3D objects in real-time. We demonstrate our improved tracking system with a sample Tangible AR application, and describe how the system could be improved in the future.


Author(s):  
Paul Milgram ◽  
David Drascic

The concept of Augmented Reality (AR) displays is defined, in relation to the amount of real (unmodelled) and virtual (modelled) data presented in an image, as those displays in which real images, such as video, are enhanced with computer generated graphics. For the important class of stereoscopic AR displays, several factors may cause potential perceptual ambiguities, however, which manifest themselves in terms of decreased accuracy and precision whenever virtual objects must be aligned with real ones. A review is given of research conducted to assess both the magnitude of these perceptual effects and the effectiveness of a computer assisted Virtual Tape Measure (VTM), which has been developed for performing quantitative 3D measurements on real-world stereo images.


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