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by Oliver Bimber

eBook Spatial Augmented Reality: Merging Real and Virtual Worlds download ISBN: 1568812302
Author: Oliver Bimber
Publisher: A K Peters/CRC Press (August 8, 2005)
Language: English
Pages: 392
ePub: 1153 kb
Fb2: 1384 kb
Rating: 4.7
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Category: Technologies
Subcategory: Programming

Oliver Bimber is an Assistant Professor for Augmented Reality at the Bauhaus University Weimar, Germany. Augmented reality has to do with physical devices that contribute to the perception of a real world scene.

Oliver Bimber is an Assistant Professor for Augmented Reality at the Bauhaus University Weimar, Germany. in Engineering at the Technical University of Darmstadt, Germany. Ramesh Raskar earned his P. at the University of North Carolina, Chapel Hill, where he developed a framework for projector based displays. Whereas virtual reality discussions can, and often do, revolve entirely around purely geometric constructs implemented entirely in software. So much of this book centres on display hardware.

They require no particular programming experience or mathematical background, but say it would be useful to have a general knowledge of basic computer graphics techniques, three-dimensional tools, and optics. Annotation c2005 Book News, In. Portland, OR.

p. cm. Includes bibliographical references and index. ISBN 1-56881-230-2 1. Computer graphics- 2. Virtual reality. I. Raskar, Ramesh II. Title. Oliver Bimber Weimar April 2005 Ramesh Raskar Cambridge, MA April 2005 i i i i i i i i 1 A Brief Introduction to Augmented Reality Like Virtual Reality (VR), Augmented Reality (AR) is becoming an emerg- ing edutainment platform for museums. Many artists have started using this technology in semi-permanent exhibitions.

Spatial augmented reality: merging real and virtual worlds. Modern approaches to augmented reality. ACM SIGGRAPH 2006 Courses, 1, 2006. AK Peters/CRC Press, 2005. blue-c: a spatially immersive display and 3D video portal for telepresence. M Gross, M Gross, S Würmlin, M Naef, E Lamboray, C Spagno, A Kunz,. ACM Transactions on Graphics (TOG) 22 (3), 819-827, 2003.

Spatial Augmented Reality book. Goodreads helps you keep track of books you want to read. Start by marking Spatial Augmented Reality: Merging Real and Virtual Worlds as Want to Read: Want to Read saving. Like virtual reality, augmented reality is becoming an emerging. Start by marking Spatial Augmented Reality: Merging Real and Virtual Worlds as Want to Read: Want to Read savin. ant to Read.

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Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment . Bimber, . Raskar, R. (2005). Spatial Augmented Reality.

Bimber, . In this book, the authors discuss spatial augmented r. Table of contents.

Introduces case studies of mixing real and virtual worlds in our mixed reality (MR) project. MR is a part of virtual reality in the broader sense, but it treats physical space as well as the virtual space generated by computers

Introduces case studies of mixing real and virtual worlds in our mixed reality (MR) project. MR is a part of virtual reality in the broader sense, but it treats physical space as well as the virtual space generated by computers considered from the viewpoint of augmentation, which makes one world primary and the other secondary, but rather should be considered from the viewpoint of a mixture of both w. .

Merging Real and Virtual Worlds. This book's format is not supported currently, please contact the publisher.

Save up to 80% by choosing the eTextbook option for ISBN: 9781439864944, 1439864942. The print version of this textbook is ISBN: 9781568812304, 1568812302. Merging Real and Virtual Worlds. Publisher: A K Peters/CRC Press. Print ISBN: 9781568812304, 1568812302. Reflowable eTextbooks do not maintain the layout of a traditional bound book.

Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real environment or into a live video of the real environment. Special Features: - Comprehensive overview - Detailed mathematical equations - Code fragments - Implementation instructions - Examples of Spatial AR displays The authors have put together a preliminary collection of Errata. Updates will be posted to this site as necessary.
Comments: (4)
Mightdragon
Previously, I'd thought augmented reality was the same as virtual reality. But Bimber corrects this oversight. Augmented reality has to do with physical devices that contribute to the perception of a real world scene. Whereas virtual reality discussions can, and often do, revolve entirely around purely geometric constructs implemented entirely in software.

So much of this book centres on display hardware. What types of displays are currently available that can augment your vision. Some are handheld, some are worn [i.e. heads up display], and some are for the tabletop. The HUDs are a disappointment, though this is a critique of the current technology and not of the text. The biggest hinderances to wider HUD usage are the weight and the power supply. Of course, the latter also restricts so much of other mobile devices.

There is also a light discussion about the maths involved in geometrical optics, so that you can make sense of some of the later passages in the book. Optics is also covered, but not at the level of Maxwell's Equations. Instead, it suffices to keep to the simpler level about Snell's Law and the like.

As expected in a book of this nature, there are colour plates showing typical output of various displays. Nice add-on that contributes to the relevance.
Dammy
Augmented Reality is different from Virtual Reality in that part of the scene is "real" and part of the scene is computer generated. In Virtual Reality, the entire experience is computer generated. This is one of the very few helpful books on augmented reality that is not so academic and terse that it can only be understood by an optics specialist or a designer of specialized hardware.
Chapter one is simply an overview of the entire book. Chapter two is a brief overview of geometric optics that is intertwined with an explanation of how light and optics are used to form pixel images. It would help if the reader already had a knowledge of geometric optics along the lines of what is generally offered in college freshman physics. Chapter three then examines what is state-of-the-art in display technology for augmented reality systems. This is followed with geometric modeling concepts that show equations for stereo vision, interactive rendering, camera calibration, etc. that are necessary for placing the computer generated image in the realistic scene. Equations and instructive diagrams are shown throughout the book so that the reader can write his own code to produce the necessary computer graphics. The notation is clear and easy to follow. Also, snippets of OpenGL code are shown for quite a few of the algorithms. The reader should already be familiar with computer graphics algorithms and with OpenGL, as little time is spent in basic instruction on these subjects. The best and most unique parts of the book are the sections on holograms and on the simulation of motion.
In summary, I would highly recommend this book especially for those interested in the programming, algorithms,and geometric optics involved in augmented reality system design. I also suggest "Real-Time Rendering" by Tomas Moller for further reading, since that book contains algorithms that are essential to augmented reality systems.
Querlaca
This book covers a very methological approach to augmented reality. It goes into some of the technical background of how AR works and new opportunities to make even more progress with AR designs. A little technical so not a light read but informative none the less.
Samugul
Great book, free flowing and comprehensive. Link to the book in PDF version: raskar.info/book