Immersive Observation of Virtualized Soccer Match at Real Stadium Model
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Free viewpoint video synthesis and presentation of sporting events for mixed reality entertainment
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Social and physical interactive paradigms for mixed-reality entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A convenient multicamera self-calibration for virtual environments
Presence: Teleoperators and Virtual Environments
Proceedings of the 2005 international conference on Augmented tele-existence
Novel view generation for a real-time captured video object
Proceedings of the ACM symposium on Virtual reality software and technology
Mixed reality for social and physical interaction and entertainment
Proceedings of the 2006 international conference on Game research and development
ISMAR '06 Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality
Real-Time Space Carving Using Graphics Hardware
IEICE - Transactions on Information and Systems
Jittering reduction in marker-based augmented reality systems
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
AR baseball presentation system with integrating multiple planar markers
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
SphereAvatar: a situated display to represent a remote collaborator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
OmniKinect: real-time dense volumetric data acquisition and applications
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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We present a complete system for live capture of 3-D content and simultaneous presentation in augmented reality. The user sees the real world from his viewpoint, but modified so that the image of a remote collaborator is rendered into the scene. Fifteen cameras surround the collaborator, and the resulting video streams are used to construct a three-dimensional model of the subject using a shape-from-silhouette algorithm. Users view a two-dimensional fiducial marker using a video-see-through augmented reality interface. The geometric relationship between the marker and head-mounted camera is calculated, and the equivalent view of the subject is computed and drawn into the scene. Our system can generate 384 脳 288 pixel images of the models at 25 fps, with a latency of