Integration of Real and Virtual Light Sources in Augmented Reality Worlds
Augmented reality entails the use of models and their associated renderings to supplement information in a real scene. In order for this information to be relevant or meaningful, the models must be positioned and displayed in such a way that they blend into the real world in terms of alignments, perspectives, illuminations, etc. For practical reasons the information necessary to obtain this realistic blending cannot be known a priori, and cannot be hard-wired into a system. Instead a number of calibration procedures are necessary so that the location and parameters of each of the system components are known. In this paper we identify the calibration steps necessary to build a complete computer model of the real world and then, using the augmented reality system developed at ECRC (Grasp) as an example, we describe each of the calibration processes.