1. A method for creating a real-time photorealistic image of a virtual object, arranged in a realistic orientation related to a position of said user, the method comprising the following steps: selecting a texture to be used for the virtual object, in accordance with an angle-of-view, and generating a view of the virtual object in a 3D (φ, ψ) /2D (Θ, s) position in question, the virtual object corresponding to a real object, and the angles φ and ψ respectively correspond to an angle of rotation around a y-axis and an angle of rotation around an x-axis, wherein Θ corresponds to a parameter of rotation in the image plane, and s corresponds to a parameter of scale; creating a first rendering by establishing a layered rendering in a correct position consistent with the position of the placement area for the virtual object in the first photo; and obtaining the photorealistic rendering by adding overlays, referred to as semantic overlays, so as to obtain a final image, wherein said selecting step comprises: determining a simplified geometric model of a real pair of spectacles, said model comprising a predefined number N of surfaces and normals thereof, taking as an orientation of these normals an exterior of an envelop convex to the real pair of spectacles; applying to the simplified geometric model, from a predefined set of reference orientations, an orientation closest to the angles φ and ψ; and calculating a texture of the simplified geometric model, positioned in the 3D orientation of a reference orientation closest to the angles φ and ψ, using a texture of reference orientation, and wherein the simplified geometric model of the real pair of spectacles, comprised of a frame and lenses, is obtained in an initial phase in which: a set of shots of the real pair of spectacles to be modeled is produced, with different angles-of-view and using different screen backgrounds with and without the real pair of spectacles, the simplified geometric model is constructed, comprising a number N of surfaces surface j and their normal {right arrow over (n)} j with a less dense surface mesh and using an optimization algorithm that deforms the model's mesh so that projections of model's silhouette in each of the views best match silhouettes detected in images in the set of shots of the real pair of spectacles.