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Making Augmented Reality Practical on Mobile Phones, Part 2
July/August 2009 (vol. 29 no. 4)
pp. 6-9
Daniel Wagner, Graz University of Technology
Dieter Schmalstieg, Graz University of Technology
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.

1. D. Wagner and D. Schmalstieg, "ARToolKitPlus for Pose Tracking on Mobile Devices," Proc. 12th Computer Vision Winter Workshop (CVWW 07), Verlag der Technischen Universität Graz, 2007, pp. 139–146; ARToolKitPlus.

Index Terms:
augmented reality, mobile phones, software development, embedded systems, computer graphics, fixed-point operations, floating-point operations, rendering
Daniel Wagner, Dieter Schmalstieg, "Making Augmented Reality Practical on Mobile Phones, Part 2," IEEE Computer Graphics and Applications, vol. 29, no. 4, pp. 6-9, July-Aug. 2009, doi:10.1109/MCG.2009.67
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