Augmented Reality: Placing Artificial Objects in Real Scenes
Reinhold Behringer, Gudrun Klinker, David Mizell
Taylor & Francis, Oct 1, 1999 - Computers - 256 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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accuracy algorithm approach AR2Hockey assembly sequence Augmented Reality Applications augmented reality system Bajura Berger camera calibration camera parameters camera pose Caudell color combined Computer Graphics Computer Vision coordinate system corresponding covariance matrix described developed Dynamic ellipsoid Email equation evaluation Feiner fiducials Figure fixed sensor formboard frame function graphics tablet head tracker head-mounted display Heads-Up Display IEEE implant implementation key-points Klinker landmarks M-estimators Mackay matching measure method minimize Mixed Reality motion natural features outdoor Phone pixels points pose estimation position and orientation Proceedings projection prototype Raskar real world real-time regions registration error rendering Robotics robust scene see-through HMD SIGGRAPH silhouette stereo target task techniques Telepresence Telepresence System telerobotic three-dimensional tion tracker tracking system Tuceryan Uenohara Uenohara 95 user interface user's vector viewpoint virtual objects Virtual Reality Vision-Based visual Wearable Computers wire bundle