A Perspective Geometry Approach to User Perspective Rendering

  • Project date: 2014
  • Here is an approach to the user perspective V-AR using 3D projective geometry, based on Virtual Reality principles which create a view that always shows what is behind the screen, from the user’s point of view. The view is adjusted to the user’s perspective depending on his relative position to the screen, making it an augmented window. Our implementation and prototype is based on a tablet PC tracked with a Vicon camera-based tracker system, for an application in the control and visualization of Unmanned Aerial Vehicles (UAVs). The tablet is equipped with a Go-Pro camera; allowing a wide perspective, feeding the video through a frame grabber.

    Video see-through Augmented Reality (V-AR) is a type of Augmented Reality that displays a video feed overlaid with information, co-registered with the displayed objects. In this paper we consider the type of V-AR that is based on a hand-held device with a fixed camera, such as a camera-enabled mobile phone or tablet. In most of the VA-R applications the view displayed on the screen is completely determined by the orientation of the camera, i.e., the device-perspective rendering; the screen displays what the camera sees. There are few approaches that instead use the relative pose of the user’s view and the camera, i.e., the user-perspective rendering.

    Publication:[A. Samini and K. L. Palmerius. A perspective geometry approach to user-perspective rendering in hand-held video see-through augmented reality. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, VRST ’14, pages 207–208, New York, NY, USA, 2014. ACM]