Technical opinion: getting the best of both real and virtual worlds

Technical opinion: getting the best of both real and virtual worlds
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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:
Commun. ACM
影响因子:
--
通讯作者:
E. Tatham
E. Tatham
中科院分区:
--
文献类型:
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作者:
E. Tatham

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与虚拟现实系统相比,通常设计为使用户尽可能完全沉浸在合成环境中,计算机增强现实用计算机生成的元素补充现实世界的刺激。在视觉上,这通过计算机图形与用户对真实的世界的视图的电子或光学叠加来实现。潜在的应用范围很广,但如果这种系统要取得成果,还有一些障碍需要克服。最大的挑战涉及当物体移动或视点改变时保持真实的和虚拟实体的准确空间和时间配准。然而,即使解决了这些问题,当涉及到产生真实的和虚拟元素的令人信服的集成时,与当前“透视”显示器相关联的固有限制仍然存在。最大的问题是,它们产生的图形覆盖是透明的,并且在背景明亮的区域中容易被洗掉,因此无法模拟适当深度感知所必需的遮挡效果。本文提出了一种简单但有效的方法,以促进视觉遮挡和提高透视增强现实显示器中的颜色控制程度。虽然大多数人都熟悉将计算机生成的图形与真实世界的图像相结合的概念(例如,由电影如“侏罗纪公园”),但在头戴式显示器中实现类似的效果,实时查看我们的实际环境是一个更困难的命题。这种计算机增强现实的原理起源于萨瑟兰设计的早期头戴式显示器[8]和随后为军事飞行员设计的平视显示器。只是到了最近,才出现了更广泛的兴趣和潜力。视觉增强提供了合成世界的许多优点,同时保留了与现实交互的明显价值。以这种方式两全其美提供了许多新的和令人兴奋的可能性,包括制造和维护[4,5],医疗成像[3],机器人远程操作[7]和设计可视化[1]。然而,显著的困难是固有的,特别是对于需要令人信服地集成真实的和虚拟元件的应用。例如,计算机图形与真实的场景的精确的空间和时间配准对于大多数应用的成功仍然是至关重要的,特别是那些提供制造或手术引导的应用。虽然在沉浸式VR系统中,小的跟踪不准确性可能不明显,但在检测增强现实头戴式设备的方向时,即使非常小的角度误差也可能导致图形配准中的大位移。最终,需要更精确的位置和方向跟踪方法,以及在更大距离上跟踪的有效方法。进一步的注册问题可能会发生,由于获得最好的真实的和虚拟世界埃里克W。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