Image Gallery


All images and animations are Copyright (c) University of Manchester,
and may not be reproduced without permission.

Augmented Reality (1999-2000)

These images demonstrate new techniques we have developed that enable complex synthetic objects to be incorporated into background photographs or video sequences at interactive rates. We combine sphere-mapping and new shadow generation algorithms that correctly illuminate the synthetic objects, and render shadows cast by the objects onto the background image (and vice versa), as well as self-shadowing effects on the synthetic objects.

The MPEG movies below were generated for a presentation of this work at the BMVA Augmented Reality Technical Meeting, held in association with the UKVRSIG and IEE/E4 in London, May 2000.

S. Gibson, A. Murta, "Interactive Rendering with Real-World Illumination", 11th Eurographics Workshop on Rendering, Brno, Czech Republic, June 2000.

S. Gibson, A. Murta, "Interactive Rendering with Real-World Illumination", Department of Computer Science Technical Report UMCS-00-3-2, University of Manchester, March 2000.
 

This is the background image, which was captured using a digital video camera.
The image on the left shows correctly illuminated synthetic objects and their shadows, rendered in approximately 2 hours using a  ray-tracing algorithm.  The image on the right was generated on a single-pipe Onyx2 at almost 10 frames-per-second using the new techniques.
MPEG
These images compare the self-shadowing effects that our algorithm is capable of rendering. Again, the left image shows a ray-traced synthetic object containing over 50,000 triangles. The right-hand image was rendered at about 2 frames-per-second.
MPEG, MPEG
Here's another example using a larger collection of objects. This MPEG shows the objects rendered in real-time (with and without shadows).

Here's some full-size still images captured captured from the MPEG:

Finally, here's some more images of synthetic objects under different lighting conditions, rendered using a ray-tracing algorithm: