Making Augmented Reality Practical on Mobile Phones, Part 2

  • Authors:
  • Daniel Wagner;Dieter Schmalstieg

  • Affiliations:
  • Graz University of Technology;Graz University of Technology

  • Venue:
  • IEEE Computer Graphics and Applications
  • Year:
  • 2009

Quantified Score

Hi-index 0.00

Visualization

Abstract

Part 1 of this article introduced a software environment for augmented reality (AR) on mobile phones, discussed development and debugging strategies, and showed how to execute several tasks of a common AR system in parallel on a mobile device. Part 2 discusses how to overcome the most severe limitations such as memory, rendering speed, and computational power. The authors analyze where an optimized mobile phone AR application spends most of its processing time and give an outlook on what to expect in the next few years.