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dc.contributor.authorLange, Vanessaen_US
dc.contributor.authorSiegl, Christianen_US
dc.contributor.authorColaianni, Matteoen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.authorBauer, Franken_US
dc.contributor.editorAdrien Peytavie and Carles Boschen_US
dc.date.accessioned2017-04-22T16:46:54Z
dc.date.available2017-04-22T16:46:54Z
dc.date.issued2017
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20171000
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egsh20171000
dc.description.abstractUsing multi-projection systems allows us to immerse users in an altered reality without the need to wear additional head-gear. The immersion of such systems relies on the quality of the calibration which in general will degenerate over time when used outside of a lab environment. This work introduces a novel balance term that allows us to hide high frequency brightness seams caused by self-shadowing of the projected geometry and the borders of the projection frustum. We further use this more robust blending between projectors to compensate for occluding spectators, who enter the projection volume, by filling the resulting shadows with light from other projectors.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectH.5.1 [Information Interfaces and Presentation]
dc.subjectMultimedia Information Systems
dc.subjectArtificial
dc.subjectaugmented
dc.subjectand virtual realities
dc.titleRobust Blending and Occlusion Compensation in Dynamic Multi-Projection Mappingen_US
dc.description.seriesinformationEG 2017 - Short Papers
dc.description.sectionheadersVirtual Environments
dc.identifier.doi10.2312/egsh.20171000
dc.identifier.pages1-4


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