在实时增强现实中处理遮挡:处理可移动的真实和虚拟物体

P. Fortin, P. Hébert
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引用次数: 31

摘要

实时增强现实应用中的逼真渲染导致人们考虑真实世界和虚拟世界之间的物理交互。其中一种交互作用是渲染视点中的相互遮挡。本文提出了两种处理真实物体发生位移或变形时遮挡的方法。第一种方法是基于模型的。它适合于静态视点,并且只依赖于物体轮廓雕刻的跟踪边界体模型。第二种方法是基于深度的,可以利用手持立体摄像机来改变视点。这两种方法都是为了最小化渲染视点中真实目标跟踪误差的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Handling Occlusions in Real-time Augmented Reality : Dealing with Movable Real and Virtual Objects
Realistic rendering in real-time augmented reality applications leads one to consider physical interactions between real and virtual worlds. One of these interactions is mutual occlusions in the rendered viewpoint. This paper presents two approaches for handling occlusions when the real objects can be displaced or deformed. The first approach is model-based. It is suited for a static viewpoint and relies only on a tracked bounding volume model within which the object’s silhouette is carved. The second approach is depthbased and makes it possible to change the viewpoint by exploiting a handheld stereo camera. Both approaches are devised to minimize the effect of real object tracking errors in the rendered viewpoint.
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