Abstract
User-perspective rendering in Video See-through Augmented Reality (V-AR) creates a view that always shows what is behind the screen, from the user’s point of view. It is used for better registration between the real and virtual world instead of the traditional device-perspective rendering which displays what the camera sees. There is a small number of approaches towards user-perspective rendering that over all improve the registration between the real world, the video captured from real world that is displayed on the screen and the augmentations. There are still some registration errors that cause misalignment in the user-perspective rendering. One source of error is from the device registration which, based on the used tracking method, can be the misalignment between the camera and the screen and also the tracked frame of reference that the screen and the camera are attached to it. In this paper we first describe a method for the user perspective V-AR based on 3D projective geometry. We then address the device registration problem in user perspective rendering by presenting two methods: First, for estimating the misalignment between the camera and the screen. Second, for estimating the misalignment between the camera and the tracked frame.
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Acknowledgments
The authors would like to thank Joakim Kilby for his help with the project development and the staff at the Indoor Micro Unmanned Aerial Vehicle Laboratory.
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Samini, A., Palmerius, K.L. (2015). Device Registration for 3D Geometry-Based User-Perspective Rendering in Hand-Held Video See-Through Augmented Reality. In: De Paolis, L., Mongelli, A. (eds) Augmented and Virtual Reality. AVR 2015. Lecture Notes in Computer Science(), vol 9254. Springer, Cham. https://doi.org/10.1007/978-3-319-22888-4_12
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DOI: https://doi.org/10.1007/978-3-319-22888-4_12
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