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首页> 外文期刊>Journal of Computing in Civil Engineering >Real-Time Occlusion Handling for Dynamic Augmented Reality Using Geometric Sensing and Graphical Shading
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Real-Time Occlusion Handling for Dynamic Augmented Reality Using Geometric Sensing and Graphical Shading

机译:使用几何感测和图形底纹的动态增强现实的实时遮挡处理

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摘要

The primary challenge in generating convincing augmented reality (AR) graphics is to project three-dimensional (3D) models onto a user's view of the real world and create a temporal and spatial sustained illusion that the virtual and real objects coexist. Regardless of the spatial relationship between the real and virtual objects, traditional AR graphical engines break the illusion of coexistence by displaying the real world merely as a background and superimposing virtual objects on the foreground. This research proposes a robust depth-sensing and frame buffer algorithm for handling occlusion problems in ubiquitous AR applications. A high-accuracy time-of-flight (TOF) camera is used to capture the depth map of the real world in real time. The distance information is processed in parallel using the OpenGL shading language (GLSL) and render to texture (RTT) techniques. The final processing results are written to the graphics frame buffers, allowing accurate depth resolution and hidden surface removal in composite AR scenes. The designed algorithm is validated in several indoor and outdoor experiments using the scalable and modular augmented reality template (SMART) AR framework.
机译:生成令人信服的增强现实(AR)图形的主要挑战是将三维(3D)模型投影到用户对现实世界的看法上,并创建虚拟和真实对象共存的时间和空间持续幻觉。不管真实对象与虚拟对象之间的空间关系如何,传统的AR图形引擎通过将真实世界仅作为背景显示并将虚拟对象叠加在前景上,打破了共存的幻想。这项研究提出了一种鲁棒的深度感应和帧缓冲算法,用于处理普遍存在的AR应用中的遮挡问题。高精度飞行时间(TOF)摄像机用于实时捕获现实世界的深度图。距离信息使用OpenGL阴影语言(GLSL)并行处理并渲染为纹理(RTT)技术。最终处理结果将写入图形帧缓冲区,从而在合成AR场景中提供精确的深度分辨率和隐藏表面去除。使用可扩展和模块化的增强现实模板(SMART)AR框架,在多个室内和室外实验中对设计的算法进行了验证。

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