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Representing and Processing Screen Space in Augmented Reality

Representing and Processing Screen Space in Augmented Reality

Blaine Bell, Steven Feiner
ISBN13: 9781599040660|ISBN10: 1599040662|EISBN13: 9781599040684
DOI: 10.4018/978-1-59904-066-0.ch006
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MLA

Bell, Blaine, and Steven Feiner. "Representing and Processing Screen Space in Augmented Reality." Emerging Technologies of Augmented Reality: Interfaces and Design, edited by Michael Haller, et al., IGI Global, 2007, pp. 110-137. https://doi.org/10.4018/978-1-59904-066-0.ch006

APA

Bell, B. & Feiner, S. (2007). Representing and Processing Screen Space in Augmented Reality. In M. Haller, M. Billinghurst, & B. Thomas (Eds.), Emerging Technologies of Augmented Reality: Interfaces and Design (pp. 110-137). IGI Global. https://doi.org/10.4018/978-1-59904-066-0.ch006

Chicago

Bell, Blaine, and Steven Feiner. "Representing and Processing Screen Space in Augmented Reality." In Emerging Technologies of Augmented Reality: Interfaces and Design, edited by Michael Haller, Mark Billinghurst, and Bruce Thomas, 110-137. Hershey, PA: IGI Global, 2007. https://doi.org/10.4018/978-1-59904-066-0.ch006

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Abstract

View management involves computing what a user sees within a 3D environment when it is projected onto a display screen. Doing this interactively to create effectively laid out user interfaces for augmented reality, virtual reality, or any other kind of 3D user interface, requires representing and processing screen space. In this chapter, we describe how to compute a 2D screen-space representation that corresponds to the visible portions of the projections of 3D objects on the screen. We describe in detail two visible-surface–determination algorithms that are used to generate these representations: one based on a Binary-Space Partitioning tree, and one based on a hardware accelerated z-buffer and object buffer. We compare the performance and accuracy tradeoffs of these algorithms, and present examples of how to use our representation to satisfy visibility constraints that avoid unwanted occlusions, making it possible to label and annotate objects in 3D environments.

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