The platform will undergo maintenance on Sep 14 at about 7:45 AM EST and will be unavailable for approximately 2 hours.
1999
DOI: 10.1016/s0097-8493(99)00107-7
|View full text |Cite
|
Sign up to set email alerts
|

Occlusion in collaborative augmented environments

Abstract: Augmented environments superimpose computer enhancements on the real world. Such augmented environments are well suited for collaboration of multiple users. To improve the quality and consistency of the augmentation the occlusion of real objects by computergenerated objects and vice versa has to be implemented. We present methods how this can be done for a tracked user's body and other real objects and how irritating artifacts due to misalignments can be reduced. Our method is based on simulating the occlusion… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
21
0
1

Year Published

2002
2002
2017
2017

Publication Types

Select...
3
3
3

Relationship

0
9

Authors

Journals

citations
Cited by 60 publications
(22 citation statements)
references
References 23 publications
0
21
0
1
Order By: Relevance
“…Surfaces that are aligned roughly parallel to the projector's image plane (e.g., the base in figures 1,3,4) allow us to achieve sub-pixel precision since the fiducials can be referenced exactly in the frame-buffer. Surfaces that are oriented more perpendicular to the image plane (e.g., skull in figure 7) still produce an average precision of 1-3 pixels 6 . In addition, an object-based or image-based blurring can be applied to reduce the visual effects caused by slight registration errors, as described by Fuhrmann et al [6].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Surfaces that are aligned roughly parallel to the projector's image plane (e.g., the base in figures 1,3,4) allow us to achieve sub-pixel precision since the fiducials can be referenced exactly in the frame-buffer. Surfaces that are oriented more perpendicular to the image plane (e.g., skull in figure 7) still produce an average precision of 1-3 pixels 6 . In addition, an object-based or image-based blurring can be applied to reduce the visual effects caused by slight registration errors, as described by Fuhrmann et al [6].…”
Section: Discussionmentioning
confidence: 99%
“…Surfaces that are oriented more perpendicular to the image plane (e.g., skull in figure 7) still produce an average precision of 1-3 pixels 6 . In addition, an object-based or image-based blurring can be applied to reduce the visual effects caused by slight registration errors, as described by Fuhrmann et al [6]. Similar effects can be achieved by simply defocusing the projectors' optics -with no computational cost involved.…”
Section: Discussionmentioning
confidence: 99%
“…Nesse instituto foi desenvolvido o sistema pioneiro para ensino utilizando a realidade aumentada denominado Studierstube [14]. Questões técnicas de oclusão em ambientes colaborativos de realidade aumentada já eram abordadas no final da década de 1990 [15] nesse instituto, bem como nos Estados Unidos, no Laboratório de Tecnologias de Interfaces Humanas [16].…”
Section: Realidade Aumentada No Ensino Da Geometria Descritivaunclassified
“…The virtual objects and real world environment are required to be of same Illumination [10,11]. Another issue is occlusion, that is a process to determine which surface or its parts are not visible from a certain view-point [12,13] The paper reports our study plan in the form of SLR protocol. This paper presents the design of a first of its kind study in augmented reality tracking techniques.…”
Section: Introductionmentioning
confidence: 99%