Depth compositing for augmented reality

Jonathan Ventura, Tobias Höllerer
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