2017 IEEE Symposium on 3D User Interfaces (3DUI) 2017
DOI: 10.1109/3dui.2017.7893336
|View full text |Cite
|
Sign up to set email alerts
|

Adaptive user perspective rendering for Handheld Augmented Reality

Abstract: Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the users real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimati… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
3
2
2

Relationship

0
7

Authors

Journals

citations
Cited by 16 publications
(9 citation statements)
references
References 27 publications
0
9
0
Order By: Relevance
“…Another perceptual issue common in handheld AR is dual-view problem [22]. Dual-view problem relates to the difference in viewpoints between a user's eye and a device's camera.…”
Section: Related Work 21 Perceptual Issues In Armentioning
confidence: 99%
“…Another perceptual issue common in handheld AR is dual-view problem [22]. Dual-view problem relates to the difference in viewpoints between a user's eye and a device's camera.…”
Section: Related Work 21 Perceptual Issues In Armentioning
confidence: 99%
“…Another problem, inherent to the relatively small handheld displays, is the dual views problem [15]-due to the limited size of the display, large objects are visible both in the display screen and by the naked eye, but in an inconsistent way because of the difference in perspective parameters between the device's camera and the user's eye [27]. Again, employing additional sensors and adjusting the camera focus [28] can alleviate the problem, but it is practically not feasible for the handheld platforms which strive to be stand-alone, self contained, and inexpensive.…”
Section: Perceptual Issues In Armentioning
confidence: 99%
“…The external calibration of a mobile device aims at finding the relative pose between the front camera and the screen, which is rather important since all the following geometric poses are calculated based on it. However, this step has not been well studied in some previous user-perspective rendering algorithms [1,3,4,6,14,16,18,22,23]. They either use specifically designed systems of which the screencamera poses cannot be generalized out of their project contexts [1,3,14,16,18,22,23], or the poses are manually measured for their mobile devices [4,6].…”
Section: Front Camera-screen Calibrationmentioning
confidence: 99%
“…Plus, we add a primary user face tracker to deal with the drawback that the classifier always tries to detect all faces appearing in the image while only one of them belongs to the primary user. Like in the works [2,16,22], we also track the user's face using RGB front camera.…”
Section: Viewpoint Estimationmentioning
confidence: 99%
See 1 more Smart Citation