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.
- Design Engineering Division and Computers and Information in Engineering Division
GPU-Based Real-Time Occlusion in a CAVE-Based Augmented Reality Environment
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Lu, Y, & Smith, S. "GPU-Based Real-Time Occlusion in a CAVE-Based Augmented Reality Environment." Proceedings of the ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. Volume 2: 27th Computers and Information in Engineering Conference, Parts A and B. Las Vegas, Nevada, USA. September 4–7, 2007. pp. 1131-1141. ASME. https://doi.org/10.1115/DETC2007-35462
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