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Handling occlusions in video-based augmented reality using depth information

Published: 01 September 2010 Publication History

Abstract

Augmented Reality (AR) composes virtual objects with real scenes in a mixed environment where human–computer interaction has more semantic meanings. To seamlessly merge virtual objects with real scenes, correct occlusion handling is a significant challenge. We present an approach to separate occluded objects in multiple layers by utilizing depth, color, and neighborhood information. Scene depth is obtained by stereo cameras and two Gaussian local kernels are used to represent color, spatial smoothness. These three cues are intelligently fused in a probability framework, where the occlusion information can be safely estimated. We apply our method to handle occlusions in video-based AR where virtual objects are simply overlapped on real scenes. Experiment results show the approach can correctly register virtual and real objects in different depth layers, and provide a spatial-awareness interaction environment. Copyright © 2009 John Wiley & Sons, Ltd.
The paper presents an approach to do occlusion handling using depth information. (a), (b) show an example of the occlusions before and after our approach. (c) shows the depth relationship. Different color denotes for different depth layers.

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  • (2019)Weighted Large Margin Nearest Center Distance-Based Human Depth Recovery With Limited Bandwidth ConsumptionIEEE Transactions on Image Processing10.1109/TIP.2018.285541427:12(5728-5743)Online publication date: 10-Dec-2019
  • (2018)Handling occlusions in augmented reality based on 3D reconstruction methodNeurocomputing10.1016/j.neucom.2014.12.081156:C(96-104)Online publication date: 31-Dec-2018
  • (2018)Occlusion handling using moving volume and ray casting techniques for augmented reality systemsMultimedia Tools and Applications10.1007/s11042-017-5228-277:13(16561-16578)Online publication date: 1-Jul-2018
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Published In

cover image Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds  Volume 21, Issue 5
September 2010
58 pages
ISSN:1546-4261
EISSN:1546-427X
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John Wiley and Sons Ltd.

United Kingdom

Publication History

Published: 01 September 2010

Author Tags

  1. augmented reality
  2. occlusion handling
  3. stereo

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Cited By

View all
  • (2019)Weighted Large Margin Nearest Center Distance-Based Human Depth Recovery With Limited Bandwidth ConsumptionIEEE Transactions on Image Processing10.1109/TIP.2018.285541427:12(5728-5743)Online publication date: 10-Dec-2019
  • (2018)Handling occlusions in augmented reality based on 3D reconstruction methodNeurocomputing10.1016/j.neucom.2014.12.081156:C(96-104)Online publication date: 31-Dec-2018
  • (2018)Occlusion handling using moving volume and ray casting techniques for augmented reality systemsMultimedia Tools and Applications10.1007/s11042-017-5228-277:13(16561-16578)Online publication date: 1-Jul-2018
  • (2017)Occlusion in outdoor augmented reality using geospatial building dataProceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology10.1145/3139131.3139159(1-10)Online publication date: 8-Nov-2017
  • (2017)Occlusion handling in outdoors augmented reality gamesMultimedia Tools and Applications10.1007/s11042-016-3581-176:7(9829-9854)Online publication date: 1-Apr-2017
  • (2011)A realistic augmented reality racing game using a depth-sensing cameraProceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry10.1145/2087756.2087851(499-502)Online publication date: 11-Dec-2011

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