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Consistent Real-time Lighting for Virtual Objects in Augmented Reality

机译:增强现实中的虚拟对象的一致实时照明

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We present a technique for rendering realistic shadows of virtual objects in a mixed reality environment by recovering the light source distribution of a scene in real-time, through the segmentation and analysis of a known occluding object's shadows. A fiducial marker provides information about the position of the occluding object and the plane of the surface on which shadows are cast, and serves as the origin of a marker coordinate system. A new shadow segmentation approach is carried out on the shadow image and is able to recover geometrical information on multiple faint shadows. Using normalised iterative reinforcement, noise and artifacts can be suppressed in the final shadow map. The scene's light source distribution is then extrapolated using geometrical data from both the occluding object and its cast shadows. Virtual light sources in a game engine are used to mimic real light sources and achieve consistent illumination and increase the realism of the augmented reality scene.
机译:我们通过实时恢复场景的光源分布,通过分割和分析,呈现用于在混合现实环境中呈现虚拟对象的真实阴影的技术,通过分割和分析了已知的封闭对象的阴影。基准标记提供有关遮挡物体的位置的信息和施放阴影的表面的平面,并用作标记坐标系的起源。在阴影图像上执行新的暗影分割方法,并且能够在多个微弱阴影上恢复几何信息。使用归一化迭代强化,噪声和伪像可以在最终的阴影图中抑制。然后使用来自闭塞对象及其施放阴影的几何数据来推断场景的光源分布。游戏引擎中的虚拟光源用于模拟真实光源并实现一致的照明并增加增强现实场景的现实。

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