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GPU-Based Real-Time Occlusion in a CAVE-Based Augmented Reality Environment

[+] Author Affiliations
Yuzhu Lu

Iowa State University, Ames, IA

Shana Smith

National Taiwan University, Taipei, Taiwan

Paper No. DETC2007-35462, pp. 1131-1141; 11 pages
doi:10.1115/DETC2007-35462
From:
  • ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference
  • Volume 2: 27th Computers and Information in Engineering Conference, Parts A and B
  • Las Vegas, Nevada, USA, September 4–7, 2007
  • Conference Sponsors: Design Engineering Division and Computers and Information in Engineering Division
  • ISBN: 0-7918-4803-5 | eISBN: 0-7918-3806-4
  • Copyright © 2007 by ASME

abstract

In this paper, we present a prototype system which makes use of the characterisitcs of 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 developed a 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 © 2007 by ASME
Topics: Caves

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