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Depth compositing for augmented reality
2008
ACM SIGGRAPH 2008 posters on - SIGGRAPH '08
Correct handling of occlusion is a significant challenge when compositing real and virtual content, whether it be for augmented reality or film. For film, the solution is often solved offline by arduously creating alpha mattes by hand. In the augmented reality context, the compositing must be real-time, so offline solutions are not possible. Occlusions are usually disregarded in augmented reality, so that virtual objects are always rendered on top of physical objects.
doi:10.1145/1400885.1400954
dblp:conf/siggraph/VenturaH08
fatcat:zwry7ffoxbcaxjrl27sojlclpi