Introduction of Physics Simulation in Augmented Reality

Chang-Hun Chae, K. Ko
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引用次数: 31

Abstract

In 3D computer graphics, it has been an important issue to describe a virtual object realistically and show it in a physically correct manner. Unlike the virtual reality(VR), the augmented reality (AR) is an environment containing virtual and real objects simultaneously. However, the difference in motion between the virtual and real objects is obvious, which makes it hard for AR to be realistic and attractive. To reduce this gap, we propose to apply physical attributes to each virtual object, which can be done by using a physics engine, a software library containing functions related with physics. For this purpose, an ODE (open dynamics engine) library is used. However, the direct use of the library in the AR environment poses a lot of problems. Most of all, the coordination of the coordinate systems between OSG (OpenSceneGraph) and ODE must be taken care of. Next the positions of markers are also needed to be considered. In this paper, such problems are addressed and solutions to them are discussed.
增强现实中的物理模拟导论
在三维计算机图形学中,如何真实地描述虚拟物体并以物理正确的方式显示它一直是一个重要的问题。与虚拟现实(VR)不同,增强现实(AR)是一个同时包含虚拟和现实对象的环境。然而,虚拟物体和真实物体之间的运动差异是明显的,这使得增强现实技术很难做到真实和吸引人。为了减少这种差距,我们建议为每个虚拟对象应用物理属性,这可以通过使用物理引擎来完成,物理引擎是一个包含与物理相关功能的软件库。为此,使用了ODE(开放动态引擎)库。然而,在AR环境中直接使用库会带来很多问题。最重要的是,必须考虑OSG (OpenSceneGraph)和ODE之间的坐标系的协调。其次,还需要考虑标记的位置。本文对这些问题进行了分析和探讨。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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