By Topic

Mediated reality using computer graphics hardware for computer vision

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Fung, J. ; Dept. of Electr. & Comput. Eng., Toronto Univ., Ont., Canada ; Tang, F. ; Mann, S.

Wearable, camera based, head-tracking systems use spatial image registration algorithms to align images taken as the wearer gazes around their environment. This allows for computer-generated information to appear to the user as though it was anchored in the real world. Often, these algorithms require creation of a multiscale Gaussian pyramid or repetitive re-projection of the images. Such operations, however can be computationally expensive, and such head-tracking algorithms are desired to run in real-time on a body borne computer In this paper we present a method of using the 3D computer graphics hardware that is available in a typical wearable computer to accelerate the repetitive image projections required in many computer vision algorithms. We apply this "graphics for vision" technique to a wearable camera based head-tracking algorithm, implemented on a wearable computer with 3D graphics hardware. We perform an analysis of the acceleration achieved by applying graphics hardware to computer vision to create a Mediated Reality.

Published in:

Wearable Computers, 2002. (ISWC 2002). Proceedings. Sixth International Symposium on

Date of Conference: