Technical opinion: getting the best of both real and virtual worlds
Technical opinion: getting the best of both real and virtual worlds
复制标题
技术观点:充分利用现实和虚拟世界
DOI:
10.1145/315762.315813
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发表时间:
1999
期刊:
影响因子:
--
通讯作者:
E. Tatham
中科院分区:
文献类型:
--
作者:
E. Tatham
In contrast to virtual reality systems, generally designed to immerse the user as fully as possible within a synthetic environment, computer-augmented reality supplements real-world stimuli with computer-generated elements. Visually, this is achieved by electronic or optical superimposition of computer graphics with a user’s view of the real world. The potential applications are wide ranging, but there are a number of hurdles to overcome if such systems are to reach fruition. The greatest challenges relate to maintenance of accurate spatial and temporal registration of real and virtual entities when objects are moved or the point of view changes. However, even if these problems are resolved, inherent limitations associated with current “see-through” displays remain when it comes to producing convincing integration of real and virtual elements. Most problematic, they produce a graphic overlay that is transparent and easily washed-out in regions where the background is bright and, hence, are incapable of simulating the occlusion effects essential for appropriate depth perception. Proposed here is a simple but effective way of facilitating visual occlusion and improving the degree of color control in see-through augmented reality displays. While most people are familiar with the concept of combining computer-generated graphics with real-world imagery (exemplified, for example, by films such as “Jurassic Park”), achieving similar effects in a head-mounted display over a real-time view of our actual environment is a more difficult proposition. The principle of such computer augmentation of reality has its roots in the early headmounted display devised by Sutherland [8] and the subsequent head-up displays designed for military pilots. It is only recently that more wide-spread interest and potential has developed. Visual augmentation offers many of the advantages of a synthetic world while retaining the obvious value of interaction with reality. Getting the best of both worlds in this way offers many new and exciting possibilities, including assistance in manufacturing and maintenance [4, 5], medical imaging [3], robotic teleoperation [7], and design visualization [1]. However, significant difficulties are inherent, particularly with respect to applications for which the real and virtual elements need to be convincingly integrated. For example, accurate spatial and temporal registration of computer graphics with a real scene remains crucial to the success of most applications, especially those providing manufacturing or surgical guidance. Whereas small tracking inaccuracies might not be noticeable in an immersive VR system, even very small angular errors in detecting the orientation of an augmented reality headset can result in a large displacement in the registration of the graphics. Ultimately, more accurate methods of position and orientation tracking are required, as well as effective methods of tracking over larger distances. Further registration problems can occur due to Getting the Best of Both Real and Virtual Worlds Eric W. Tatham