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2009 8th IEEE International Symposium on Mixed and Augmented Reality
Consistent real-time lighting for virtual objects in augmented reality
Orlando, FL, USA
October 19-October 22
ISBN: 978-1-4244-5390-0
| ASCII Text | x | ||
| Ryan Christopher Yeoh, Steven ZhiYing Zhou, "Consistent real-time lighting for virtual objects in augmented reality," 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 223-224, 2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009. | |||
| BibTex | x | ||
| @article{ 10.1109/ISMAR.2009.5336453, author = {Ryan Christopher Yeoh and Steven ZhiYing Zhou}, title = {Consistent real-time lighting for virtual objects in augmented reality}, journal ={2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)}, volume = {0}, year = {2009}, isbn = {978-1-4244-5390-0}, pages = {223-224}, doi = {http://doi.ieeecomputersociety.org/10.1109/ISMAR.2009.5336453}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) TI - Consistent real-time lighting for virtual objects in augmented reality SN - 978-1-4244-5390-0 SP223 EP224 A1 - Ryan Christopher Yeoh, A1 - Steven ZhiYing Zhou, PY - 2009 VL - 0 JA - 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) ER - | |||
We present a technique for rendering realistic shadows of virtual objects in a mixed reality environment by recovering the light source distribution of a scene in real-time, through the segmentation and analysis of a known occluding object's shadows. A fiducial marker provides information about the position of the occluding object and the plane of the surface on which shadows are cast, and serves as the origin of a marker coordinate system. A new shadow segmentation approach is carried out on the shadow image and is able to recover geometrical information on multiple faint shadows. Using normalised iterative reinforcement, noise and artifacts can be suppressed in the final shadow map. The scene's light source distribution is then extrapolated using geometrical data from both the occluding object and its cast shadows. Virtual light sources in a game engine are used to mimic real light sources and achieve consistent illumination and increase the realism of the augmented reality scene.
Citation:
Ryan Christopher Yeoh, Steven ZhiYing Zhou, "Consistent real-time lighting for virtual objects in augmented reality," ismar, pp.223-224, 2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009
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