Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering.
evaluated the effects of display size on UPR and found that, using a simulation, a tablet-sized display allows for significantly faster performance of a selection task compared to a handheld display and that UPR outperformed DPR for a selection task @cite_26 . They also prototyped a UPR system with geometric reconstruction using a Kinect for reconstruction of the physical surrounding and a Wiimote for head tracking. In follow up works, they proposed to replace an active depth sensor by gradient domain image-based rendering method combined with semi-dense stereo matching @cite_21 @cite_19 . Other authors also employ depth-sensors for scene reconstruction in UPR @cite_10 .
@cite_19 @cite_26 @cite_10 @cite_21
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The availability of commodity depth sensors such as Kinect has enabled development of methods which can densely reconstruct arbitrary scenes. While the results of these methods are accurate and visually appealing, they are quite often incomplete. This is either due to the fact that only part of the space was visible during the data capture process or due to the surfaces being occluded by other objects in the scene. In this paper, we address the problem of completing and refining such reconstructions. We propose a method for scene completion that can infer the layout of the complete room and the full extent of partially occluded objects. We propose a new probabilistic model, Contour Completion Random Fields, that allows us to complete the boundaries of occluded surfaces. We evaluate our method on synthetic and real world reconstructions of 3D scenes and show that it quantitatively and qualitatively outperforms standard methods. We created a large dataset of partial and complete reconstructions which we will make available to the community as a benchmark for the scene completion task. Finally, we demonstrate the practical utility of our algorithm via an augmented-reality application where objects interact with the completed reconstructions inferred by our method. The depth images acquired by consumer depth sensors (e.g., Kinect and ToF) usually are of low resolution and insufficient quality. One natural solution is to incorporate with high resolution RGB camera for exploiting their statistical correlation. However, most existing methods are intuitive and limited in characterizing the complex and dynamic dependency between intensity and depth images. To address these limitations, we propose a weighted analysis representation model for guided depth image enhancement, which advances the conventional methods in two aspects: (i) task driven learning and (ii) dynamic guidance. First, we generalize the analysis representation model by including a guided weight function for dependency modeling. And the task-driven learning formulation is introduced to obtain the optimized guidance tailored to specific enhancement task. Second, the depth image is gradually enhanced along with the iterations, and thus the guidance should also be dynamically adjusted to account for the updating of depth image. To this end, stage-wise parameters are learned for dynamic guidance. Experiments on guided depth image upsampling and noisy depth image restoration validate the effectiveness of our method. In this work we present a novel method for the challenging problem of depth image up sampling. Modern depth cameras such as Kinect or Time-of-Flight cameras deliver dense, high quality depth measurements but are limited in their lateral resolution. To overcome this limitation we formulate a convex optimization problem using higher order regularization for depth image up sampling. In this optimization an an isotropic diffusion tensor, calculated from a high resolution intensity image, is used to guide the up sampling. We derive a numerical algorithm based on a primal-dual formulation that is efficiently parallelized and runs at multiple frames per second. We show that this novel up sampling clearly outperforms state of the art approaches in terms of speed and accuracy on the widely used Middlebury 2007 datasets. Furthermore, we introduce novel datasets with highly accurate ground truth, which, for the first time, enable to benchmark depth up sampling methods using real sensor data. In this paper, we propose to conduct inpainting and upsampling for defective depth maps when aligned color images are given. These tasks are referred to as the guided depth enhancement problem. We formulate the problem based on the heat diffusion framework. The pixels with known depth values are treated as the heat sources and the depth enhancement is performed via diffusing the depth from these sources to unknown regions. The diffusion conductivity is designed in terms of the guidance color image so that a linear anisotropic diffusion problem is formed. We further cast the steady state problem of this diffusion into the famous random walk model, by which the enhancement is achieved efficiently by solving a sparse linear system. The proposed algorithm is quantitatively evaluated on the Middlebury stereo dataset and is applied to inpaint Kinect data and upsample Lidar's range data. Comparisons to the commonly used bilateral filter and Markov Random Field based methods are also presented, showing that our algorithm is competent.