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dc.contributor.authorSheng, Yuen_US
dc.contributor.authorYapo, Theodore C.en_US
dc.contributor.authorCutler, Barbaraen_US
dc.date.accessioned2015-02-23T16:40:35Z
dc.date.available2015-02-23T16:40:35Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01608.xen_US
dc.description.abstractWhen projectors are used to display images on complex, non-planar surface geometry, indirect illumination between the surfaces will disrupt the final appearance of this imagery, generally increasing brightness, decreasing contrast, and washing out colors. In this paper we predict through global illumination simulation this unintentional indirect component and solve for the optimal compensated projection imagery that will minimize the difference between the desired imagery and the actual total illumination in the resulting physical scene. Our method makes use of quadratic programming to minimize this error within the constraints of the physical system, namely, that negative light is physically impossible. We demonstrate our compensation optimization in both computer simulation and physical validation within a table-top spatially augmented reality system. We present an application of these results for visualization of interior architectural illumination. To facilitate interactive modifications to the scene geometry and desired appearance, our system is accelerated with a CUDA implementation of the QP optimization method.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleGlobal Illumination Compensation for Spatially Augmented Realityen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01608.xen_US
dc.identifier.pages387-396en_US


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