Technical Briefs

GPU-Based Real-Time Occlusion in an Immersive Augmented Reality Environment

[+] Author and Article Information
Yuzhu Lu

 Wolfram Research, Inc., 100 Trade Center Drive, Champaign, IL 61820-7237yuzhu@wolfram.com

Shana Smith1

Department of Mechanical Engineering, National Taiwan University, No. 1, Sec. 4, Roosevelt Road, Taipei, 10617 Taiwan (R.O.C.)ssmith@ntu.edu.tw


Corresponding author.

J. Comput. Inf. Sci. Eng 9(2), 024501 (May 19, 2009) (4 pages) doi:10.1115/1.3130144 History: Received June 09, 2007; Revised February 14, 2008; Published May 19, 2009

In this paper, we present a prototype system, which uses CAVE-based virtual reality to enhance immersion in an augmented reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also present a graphic processing unit (GPU)-based method for computing occlusion between real and virtual objects in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.

Copyright © 2009 by American Society of Mechanical Engineers
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Grahic Jump Location
Figure 1

A portable one-wall BABY CAVE: (a) scene before virtual objects were rendered, (b) scene after virtual objects were rendered, (c) potential occlusion areas shown in white, and (d) potential occlusion areas extracted

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Figure 4

The relative positions of the real and virtual objects

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Figure 5

Example of GPU reduction to calculate the center of weight of a segmented layer

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Figure 6

Occlusion with complex geometry




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