Bibtex:Didier05

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pages = {3396-3400}, pages = {3396-3400},
year = {2005}, year = {2005},
- address = {Barcelone (Espagne)},+ address = {Barcelona (Spain)},
- month = {18-22 Avril},+ month = {April 18-22},
abstract = {One of the key problems in Augmented Reality systems, is the synchronization of real and virtual world. In the context of our research efforts, we need to augment a view of the real world with virtual elements which first requires to determine position and orientation of the point of view and then compute a virtual view according to this location. abstract = {One of the key problems in Augmented Reality systems, is the synchronization of real and virtual world. In the context of our research efforts, we need to augment a view of the real world with virtual elements which first requires to determine position and orientation of the point of view and then compute a virtual view according to this location.
Augmented reality uses a lot of different sensors in order to estimate camera or operator's point of view. These sensors could provide samples faster than the mixing of virtual and real informations could be displayed. Augmented reality uses a lot of different sensors in order to estimate camera or operator's point of view. These sensors could provide samples faster than the mixing of virtual and real informations could be displayed.
We expose here a way to take into account samples that are generated during the mixing process by combining augmented We expose here a way to take into account samples that are generated during the mixing process by combining augmented
-reality and virtual reality techniques. This method is using a post-rendering technique involving a texture carried out by a software graphics pipeline to perform this task mainly devoted to optical see-through augmented reality systems. This algorithm can lead to deformations on the final rendered image. We will compute the theoretical errors introduced by this method and confront these results to those obtained with a simulation test-bench which is implementing our proposal. }+reality and virtual reality techniques. This method is using a post-rendering technique involving a texture carried out by a software graphics pipeline to perform this task mainly devoted to optical see-through augmented reality systems. This algorithm can lead to deformations on the final rendered image. We will compute the theoretical errors introduced by this method and confront these results to those obtained with a simulation test-bench which is implementing our proposal.}
pdf = {Didier05.pdf} pdf = {Didier05.pdf}
} }
</bibtex> </bibtex>

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J.Y. Didier, D. Roussel, M. Mallem - A Time Delay Compensation Method Improving Registration for Augmented Reality

2005 IEEE International Conference on Robotics and Automation (ICRA 2005) pp. 3396-3400, Barcelona (Spain), April 18-22, 2005
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