Tracking based structure and motion recovery for augmented video productions
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Calibration-Free Augmented Reality in Perspective
IEEE Transactions on Visualization and Computer Graphics
Detecting dynamic occlusion in front of static backgrounds for AR scenes
EGVE '03 Proceedings of the workshop on Virtual environments 2003
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
Sensor Fusion and Occlusion Refinement for Tablet-Based AR
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Depth compositing for augmented reality
ACM SIGGRAPH 2008 posters
Technical Section: Visual computing for medical diagnosis and treatment
Computers and Graphics
Real-Time 3D Reconstruction for Occlusion-Aware Interactions in Mixed Reality
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
A realistic augmented reality racing game using a depth-sensing camera
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Practical calibration procedures for augmented reality
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
Using time-of-flight range data for occlusion handling in augmented reality
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
A leap-supported, hybrid AR interface approach
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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We present a new approach for resolving occlusions in augmented reality. The main interest is that it does not require 3D reconstruction of the considered scene. Our idea is to use a contour based approach and to label each contour point as being behind or in front of, depending on whether it is in front of or behind the virtual object. This labeling step only requires that the contours can be tracked from frame to frame. A proximity graph is then built in order to group the contours that belong to the same occluding object. Finally, we use some kind of active contours to accurately recover the mask of the occluding object.