A perspective geometry approach to user-perspective rendering in hand-held video see-through augmented reality

Ali Samini, K. L. Palmerius
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引用次数: 13

Abstract

Video see-through Augmented Reality (V-AR) displays a video feed overlaid with information, co-registered with the displayed objects. In this paper we consider the type of V-AR that is based on a hand-held device with a fixed camera. In most of the VA-R applications the view displayed on the screen is completely determined by the orientation of the camera, i.e., the device-perspective rendering; the screen displays what the camera sees. The alternative method is to use the relative pose of the user's view and the camera, i.e., the user-perspective rendering. In this paper we present an approach to the user perspective V-AR using 3D projective geometry. The view is adjusted to the user's perspective and rendered on the screen, making it an augmented window. We created and tested a running prototype based on our method.
手持视频透视增强现实中用户透视渲染的透视几何方法
视频透视增强现实(V-AR)显示一个覆盖着信息的视频馈送,与显示的对象共同注册。在本文中,我们考虑了基于带有固定摄像头的手持设备的V-AR类型。在大多数VA-R应用程序中,屏幕上显示的视图完全由相机的方向决定,即设备视角渲染;屏幕显示摄像机看到的内容。另一种方法是使用用户视图和相机的相对姿态,即用户视角渲染。在本文中,我们提出了一种使用3D投影几何的用户视角V-AR方法。视图被调整为用户的视角并呈现在屏幕上,使其成为一个增强窗口。我们根据我们的方法创建并测试了一个运行的原型。
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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