GPU-Based Real-Time Occlusion in a CAVE-Based Augmented Reality Environment

Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system which makes use of the characterisitcs of CAVE-based virtual reality to enhance immersion in an augmented-reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also developed a GPU-based method for computing occlusion between real and virtual objects, in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.

Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system, which uses CAVE-based virtual reality to enhance immersion in an augmented reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also present a graphic processing unit (GPU)-based method for computing occlusion between real and virtual objects in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


2014 ◽  
Vol 527 ◽  
pp. 281-285
Author(s):  
Jun An ◽  
Jin Song Fan

Augmented Reality(AR) technology aims to integrate virtual objects with real scene by using computer technology and to realize real scenes enhancing. This paper presented a research method of using osgART to develop AR application programs in MFC (Microsoft Foundation Classes) environment, and discussed some related techniques. Corresponding procedures are given in each section, and a design example for product evaluation and exhibition is presented. This example was developed by the presented method in this paper, and its system ran in good condition after repeated tests. From the results of this paper, it can be seen that by using MFC and osgART to develop AR application programs, the seamless integration and interaction between the real environment and virtual objects can been easily realized, which will be benefit to improve the efficiency of developing AR application programs.


2013 ◽  
Vol 853 ◽  
pp. 613-618 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Miroslav Janak

Virtual reality provides an easy, powerful, intuitive way of human-computer interaction. The user can watch and manipulate the simulated environment in the same way we act in the real world, without any need to learn how the complicated user interface works. Therefore many applications like flight simulators, architectural walkthrough or data visualization systems were developed relatively fast. Later on, virtual reality has was applied as a teleoperating and collaborative medium, and in the entertainment area. Augmented reality system generates a complex view where the virtual areas are covered by real environment and offers the basic working place for the user. It is a reciprocal combination of the real scene observed by the camera and virtual scene generated by the computer logical core that mixture the both scenes. It is easy to say that possibilities of augmented reality find the utilization in many industrial spheres like as aeronautics, automobile industry, manufacturing etc.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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