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This book contains the scientific papers presented at the
SthEUROGRAPHICS Workshop on Virtual Environments '99, which st st
was held in Vienna May 31 and June 1 . It was organized by the
Institute of Computer Graphics of the Vienna University of
Technology together with the Austrian Academy of Sciences and
EUROGRAPHICS. The workshop brought together scientists from all
over the world to present and discuss the latest scientific
advances in the field of Virtual Environments. 31 papers where
submitted for reviewing and 18 where selected to be presented at
the workshop. Most of the top research institutions working in the
area submitted papers and presented their latest results. These
presentations were complemented by invited lectures from Stephen
Feiner and Ron Azuma, two key researchers in the area of Augmented
Reality. The book gives a good overview of the state of the art in
Augmented Reality and Virtual Environment research. The special
focus of the Workshop was Augmented Reality, reflecting a
noticeable strong trend in the field of Virtual Environments.
Augmented Reality tries to enrich real environments with virtual
objects rather than replacing the real world with a virtual world.
The main challenges include real time rendering, tracking,
registration and occlusion of real and virtual objects, shading and
lighting interaction, and interaction techniques in augmented
environments. These problems are addressed by new research results
documented in this book. Besides Augmented Reality, the papers
collected here also address levels of detail, distributed
environments, systems and applications, and interaction techniques.
Today's Comprehensive and Authoritative Guide to Augmented Reality
By overlaying computer-generated information on the real world,
augmented reality (AR) amplifies human perception and cognition in
remarkable ways. Working in this fast-growing field requires
knowledge of multiple disciplines, including computer vision,
computer graphics, and human-computer interaction. Augmented
Reality: Principles and Practice integrates all this knowledge into
a single-source reference, presenting today's most significant work
with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg
and Tobias Hoellerer carefully balance principles and practice,
illuminating AR from technical, methodological, and user
perspectives. Coverage includes Displays: head-mounted, handheld,
projective, auditory, and haptic Tracking/sensing, including
physical principles, sensor fusion, and real-time computer vision
Calibration/registration, ensuring repeatable, accurate, coherent
behavior Seamless blending of real and virtual objects
Visualization to enhance intuitive understanding Interaction-from
situated browsing to full 3D interaction Modeling new geometric
content Authoring AR presentations and databases Architecting AR
systems with real-time, multimedia, and distributed elements This
guide is indispensable for anyone interested in AR, including
developers, engineers, students, instructors, researchers, and
serious hobbyists.
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