3396

Augmented reality usage for prototyping speed up

Jiri Stastny, David Prochazka, Tomas Koubek, Jaromir Landa
Ustav informatiky, Mendelova univerzita v Brne, Zemedelska 1, 613 00 Brno, Ceska republika
arXiv:1103.2063v1 [cs.HC] (10 Mar 2011)

@article{2011arXiv1103.2063S,

   author={Stastny}, J. and {Prochazka}, D. and {Koubek}, T. and {Landa}, J.},

   title={“{Augmented reality usage for prototyping speed up}”},

   journal={ArXiv e-prints},

   archivePrefix={“arXiv”},

   eprint={1103.2063},

   primaryClass={“cs.HC”},

   keywords={Computer Science – Human-Computer Interaction, Computer Science – Graphics},

   year={2011},

   month={mar},

   adsurl={http://adsabs.harvard.edu/abs/2011arXiv1103.2063S},

   adsnote={Provided by the SAO/NASA Astrophysics Data System}

}

Download Download (PDF)   View View   Source Source   

1439

views

The first part of the article describes our approach for solution of this problem by means of Augmented Reality. The merging of the real world model and digital objects allows streamline the work with the model and speed up the whole production phase significantly. The main advantage of augmented reality is the possibility of direct manipulation with the scene using a portable digital camera. Also adding digital objects into the scene could be done using identification markers placed on the surface of the model. Therefore it is not necessary to work with special input devices and lose the contact with the real world model. Adjustments are done directly on the model. The key problem of outlined solution is the ability of identification of an object within the camera picture and its replacement with the digital object. The second part of the article is focused especially on the identification of exact position and orientation of the marker within the picture. The identification marker is generalized into the triple of points which represents a general plane in space. There is discussed the space identification of these points and the description of representation of their position and orientation be means of transformation matrix. This matrix is used for rendering of the graphical objects (e. g. in OpenGL and Direct3D).
No votes yet.
Please wait...

* * *

* * *

HGPU group © 2010-2024 hgpu.org

All rights belong to the respective authors

Contact us: