Augmented Reality: Placing Artificial Objects in Real Scenes
Reinhold Behringer, Gudrun Klinker, David Mizell
Taylor & Francis, 1999 - Computers - 236 pages
This book presents a variety of techniques that combine computer-generated images and other objects with real scenes, creating augmented reality. This work provides an excellent snapshot of the current state of augmented reality research and its latest applications to industry. Using computer vision, graphics, and signal processing, augmented reality makes special effects in movies and computer games economically viable. This collection of survey and research papers presents a synopsis of the work covered at the First International Workshop on Augmented Reality.
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Case Studies of SeeThrough Augmentation
Making an AR Application
Novel User Interface Paradigms
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algorithm approach AR*Hockey Augmented Reality Applications augmented reality system Azuma 97 Bajura Berger camera calibration camera parameters camera pose Caudell color Computer Graphics Computer Science Computer Vision coordinate system corresponding covariance matrix developed ellipsoid Email environment Feiner fiducial Figure fixed sensor formboard frame function head tracker head-mounted display Heads-up Display IEEE implant implementation key-points Klinker landmarks M-estimators matching measure mented reality method minimize MIT Media Lab Mixed Reality motion natural features outdoor Phone physical pixels points pose estimation position and orientation Proceedings projection prototype Raskar real world real-time regions registration error rendering Robotics robust scene see-through HMDs SIGGRAPH silhouette space target task techniques Telepresence Telepresence System Telerobotics tion tracker tracking system Tuceryan Uenohara user interface user's vector viewpoint virtual objects Virtual Reality Vision-Based visual Wearable Computers wire bundle