{"title":"融合真实和虚拟:一种基于深度相机的混合现实方法","authors":"P. Lensing, W. Broll","doi":"10.1109/ISMAR.2011.6143892","DOIUrl":null,"url":null,"abstract":"The seamless integration of the real and the virtual content is the ultimate yet unreached goal of Mixed Reality applications. Among others it requires mutual blocking and lighting between real and virtual objects. In this paper we present our approach of applying a low-cost depth camera, such as Kinect, allowing for an easy acquisition of depth images. However, as the quality of the raw input data is insufficient for this purpose, we apply a series of filter and optimization operations. This allows us to realize mutual real-time lighting and rigid interaction in a dynamic environment. Our approach produces an acceptable quality of images of low-frequency scenes at interactive frame rates on an off-the-shelf desktop computer.","PeriodicalId":298757,"journal":{"name":"2011 10th IEEE International Symposium on Mixed and Augmented Reality","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Fusing the real and the virtual: A depth-camera based approach to Mixed Reality\",\"authors\":\"P. Lensing, W. Broll\",\"doi\":\"10.1109/ISMAR.2011.6143892\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The seamless integration of the real and the virtual content is the ultimate yet unreached goal of Mixed Reality applications. Among others it requires mutual blocking and lighting between real and virtual objects. In this paper we present our approach of applying a low-cost depth camera, such as Kinect, allowing for an easy acquisition of depth images. However, as the quality of the raw input data is insufficient for this purpose, we apply a series of filter and optimization operations. This allows us to realize mutual real-time lighting and rigid interaction in a dynamic environment. Our approach produces an acceptable quality of images of low-frequency scenes at interactive frame rates on an off-the-shelf desktop computer.\",\"PeriodicalId\":298757,\"journal\":{\"name\":\"2011 10th IEEE International Symposium on Mixed and Augmented Reality\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 10th IEEE International Symposium on Mixed and Augmented Reality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISMAR.2011.6143892\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 10th IEEE International Symposium on Mixed and Augmented Reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISMAR.2011.6143892","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Fusing the real and the virtual: A depth-camera based approach to Mixed Reality
The seamless integration of the real and the virtual content is the ultimate yet unreached goal of Mixed Reality applications. Among others it requires mutual blocking and lighting between real and virtual objects. In this paper we present our approach of applying a low-cost depth camera, such as Kinect, allowing for an easy acquisition of depth images. However, as the quality of the raw input data is insufficient for this purpose, we apply a series of filter and optimization operations. This allows us to realize mutual real-time lighting and rigid interaction in a dynamic environment. Our approach produces an acceptable quality of images of low-frequency scenes at interactive frame rates on an off-the-shelf desktop computer.