Depth compositing for augmented reality

@inproceedings{Ventura2008DepthCF,
  title={Depth compositing for augmented reality},
  author={Jonathan Ventura and Tobias H{\"o}llerer},
  booktitle={SIGGRAPH Posters},
  year={2008}
}
Correct handling of occlusion is a significant challenge when compositing real and virtual content, whether it be for augmented reality or film. For film, the solution is often solved offline by arduously creating alpha mattes by hand. In the augmented reality context, the compositing must be real-time, so offline solutions are not possible. Occlusions are usually disregarded in augmented reality, so that virtual objects are always rendered on top of physical objects. If a highly accurate 3D… CONTINUE READING