1995
DOI: 10.1111/1467-8659.1430015
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Object Calibration for Augmented Reality

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Cited by 8 publications
(8 citation statements)
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“…A typical approach involves calibrating and validating optical-seethrough systems [3,4]. Bimber uses occlusion shadows to augment a dinosaur skull with virtual muscles and bones [5].…”
Section: Figure 1: Fender With Augmented Construction Datamentioning
confidence: 99%
“…A typical approach involves calibrating and validating optical-seethrough systems [3,4]. Bimber uses occlusion shadows to augment a dinosaur skull with virtual muscles and bones [5].…”
Section: Figure 1: Fender With Augmented Construction Datamentioning
confidence: 99%
“…The problem of registering the users head position with the position of the virtual camera and the virtual objects with the real environment has already been covered extensively [AZ94,ST96a,TA96,WH95]. Here -like in the previously cited approach to occlusion by [BE97] -a 2D image-based approach presented by Kutulakos [KU98] seems to be an adequate solution for video-based systems.…”
Section: Registration Problemsmentioning
confidence: 99%
“…Fournier [11] has posed the problems associated with common illumination when combining synthetic images with images of real scenes. While many of the papers here describe applications of AR, our work to date at ECRC has strongly focused on developing general and robust calibration methods for AR applications [2,18,21].…”
Section: Related Workmentioning
confidence: 99%
“…Object calibration is used to estimate the pose (object-to-world transformation) of an arbitrary object [21]. We currently have two methods for computing an orientation to match a virtual object to a real one (see Figure 6.1).…”
Section: Object Calibrationmentioning
confidence: 99%
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