Resolving occlusion in augmented reality
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Detecting dynamic occlusion in front of static backgrounds for AR scenes
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Resolving Occlusion in Augmented Reality: a Contour Based Approach without 3D Reconstruction
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
3D Reconstruction of Stereo Images for Interaction between Real and Virtual Worlds
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Real-Time Volumetric Reconstruction and Tracking of Hands in a Desktop Environment
CAIP '09 Proceedings of the 13th International Conference on Computer Analysis of Images and Patterns
KinectFusion: Real-time dense surface mapping and tracking
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
Out of reach? - A novel AR interface approach for motor rehabilitation
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
Beyond the looking glass: Fooling the brain with the augmented mirror box
Presence: Teleoperators and Virtual Environments
Mutual occlusion between real and virtual elements in Augmented Reality based on fiducial markers
WACV '12 Proceedings of the 2012 IEEE Workshop on the Applications of Computer Vision
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We present a novel interface approach which combines 2D video-based AR with a partial voxel model, allowing for more convincing interactions with 3D objects and worlds. It enables users in a hand-controlled interface (a) to interact with a virtual environment (VE) and at the same time (b) allows for correct mutual occlusions between interacting fingers and the VE. A Leap Motion Controller is used to track the users' fingers and a webcam overlay allows for an augmented view. Our "VoxelAR" concept can be applied in modified ways to any video see-through AR system; we demonstrate our approach in a physical rehabilitation application scenario. Our prototype implementation and our work-in-progress findings are presented.