Description

Book Synopsis

Dieter Schmalstieg is professor and head of the Institute for Computer Graphics and Vision at Graz University of Technology (TUG), Austria. His current research interests are augmented reality, virtual reality, real-time graphics, 3D user interfaces, and visualization. He received Dipl.-Ing. (1993), Dr. techn. (1997) and Habilitation (2001) degrees from Vienna University of Technology. He is author and coauthor of more than two hundred peer-reviewed scientific publications, associate editor of IEEE Transactions on Visualization and Computer Graphics, member of the editorial advisory board of computers and graphics and of Springer Virtual Reality, member of the steering committee of the IEEE International Symposium on Mixed and Augmented Reality, chair of the EUROGRAPHICS working group on Virtual Environments (1999-2010), advisor of the K-Plus Competence Center for Virtual Reality and Visualization in Vienna, and member of the Austrian Academy of Science. In 2002, he

Trade Review

“This is an essential book for anyone interested in Augmented Reality, by two of the leading pioneers. It provides an outstanding foundation to the fast growing field of AR, both for those already in the field as well as those who just want to understand the technology more deeply.”

–Dr. Mark Billinghurst, Professor of Human Computer Interaction, University of South Australia, and creator of the ARToolKit


"At first, I thought this book provided a very solid foundation for any Augmented Reality newbie who needed to learn all aspects of AR, but then I realized I couldn’t stop digging and learning...it goes deeper than many of the AR books I reviewed in the past decade!"

–Ori Inbar, Executive Director, Augmented World Expo (augmentedworldexpo.com); CEO and founder, AugmentedReality.org



Table of Contents

Preface xix

Acknowledgments xxv

About the Authors xxvii

Chapter 1: Introduction to Augmented Reality 1

Definition and Scope 3

A Brief History of Augmented Reality 4

Examples 13

Related Fields 28

Summary 31

Chapter 2: Displays 33

Multimodal Displays 34

Visual Perception 39

Requirements and Characteristics 40

Spatial Display Model 56

Visual Displays 58

Summary 84

Chapter 3: Tracking 85

Tracking, Calibration, and Registration 86

Coordinate Systems 87

Characteristics of Tracking Technology 90

Stationary Tracking Systems 96

Mobile Sensors 99

Optical Tracking 105

Sensor Fusion 117

Summary 120

Chapter 4: Computer Vision for Augmented Reality 121

Marker Tracking 123

Multiple-Camera Infrared Tracking 132

Natural Feature Tracking by Detection 138

Incremental Tracking 149

Simultaneous Localization and Mapping 156

Outdoor Tracking 164

Summary 176

Chapter 5: Calibration and Registration 179

Camera Calibration 180

Display Calibration 183

Registration 190

Summary 194

Chapter 6: Visual Coherence 195

Registration 196

Occlusion 199

Photometric Registration 205

Common Illumination 216

Diminished Reality 227

Camera Simulation 231

Stylized Augmented Reality 236

Summary 237

Chapter 7: Situated Visualization 239

Challenges 241

Visualization Registration 245

Annotations and Labeling 248

X-Ray Visualization 254

Spatial Manipulation 260

Information Filtering 265

Summary 270

Chapter 8: Interaction 271

Output Modalities 272

Input Modalities 279

Tangible Interfaces 286

Virtual User Interfaces on Real Surfaces 294

Augmented Paper 295

Multi-view Interfaces 297

Haptic Interaction 304

Multimodal Interaction 304

Conversational Agents 306

Summary 309

Chapter 9: Modeling and Annotation 311

Specifying Geometry 312

Specifying Appearance 317

Semi-automatic Reconstruction 319

Free-Form Modeling 322

Annotation 325

Summary 328

Chapter 10: Authoring 329

Requirements of AR Authoring 330

Elements of Authoring 333

Stand-Alone Authoring Solutions 335

Plug-In Approaches 339

Web Technology 341

Summary 342

Chapter 11: Navigation 345

Foundations of Human Navigation 346

Exploration and Discovery 347

Route Visualization 347

Viewpoint Guidance 350

Multiple Perspectives 354

Summary 360

Chapter 12: Collaboration 361

Properties of Collaboration Systems 362

Co-located Collaboration 364

Remote Collaboration 370

Summary 377

Chapter 13: Software Architectures 379

AR Application Requirements 380

Software Engineering Requirements 382

Distributed Object Systems 385

Dataflow 389

Scene Graphs 395

Developer Support 400

Summary 407

Chapter 14: The Future 409

What May Drive Business Cases 410

An AR Developer’s Wish List 411

Taking AR Outdoors 415

Interfacing with Smart Objects 417

Confluence of Virtual Reality and Augmented Reality 418

Augmented Humans 419

AR as a Dramatic Medium 420

AR as a Social Computing Platform 421

Summary 422

References 423

Index 473

Augmented Reality

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A Paperback / softback by Dieter Schmalstieg, Tobias Hollerer

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    View other formats and editions of Augmented Reality by Dieter Schmalstieg

    Publisher: Pearson Education (US)
    Publication Date: 22/06/2016
    ISBN13: 9780321883575, 978-0321883575
    ISBN10: 0321883578

    Description

    Book Synopsis

    Dieter Schmalstieg is professor and head of the Institute for Computer Graphics and Vision at Graz University of Technology (TUG), Austria. His current research interests are augmented reality, virtual reality, real-time graphics, 3D user interfaces, and visualization. He received Dipl.-Ing. (1993), Dr. techn. (1997) and Habilitation (2001) degrees from Vienna University of Technology. He is author and coauthor of more than two hundred peer-reviewed scientific publications, associate editor of IEEE Transactions on Visualization and Computer Graphics, member of the editorial advisory board of computers and graphics and of Springer Virtual Reality, member of the steering committee of the IEEE International Symposium on Mixed and Augmented Reality, chair of the EUROGRAPHICS working group on Virtual Environments (1999-2010), advisor of the K-Plus Competence Center for Virtual Reality and Visualization in Vienna, and member of the Austrian Academy of Science. In 2002, he

    Trade Review

    “This is an essential book for anyone interested in Augmented Reality, by two of the leading pioneers. It provides an outstanding foundation to the fast growing field of AR, both for those already in the field as well as those who just want to understand the technology more deeply.”

    –Dr. Mark Billinghurst, Professor of Human Computer Interaction, University of South Australia, and creator of the ARToolKit


    "At first, I thought this book provided a very solid foundation for any Augmented Reality newbie who needed to learn all aspects of AR, but then I realized I couldn’t stop digging and learning...it goes deeper than many of the AR books I reviewed in the past decade!"

    –Ori Inbar, Executive Director, Augmented World Expo (augmentedworldexpo.com); CEO and founder, AugmentedReality.org



    Table of Contents

    Preface xix

    Acknowledgments xxv

    About the Authors xxvii

    Chapter 1: Introduction to Augmented Reality 1

    Definition and Scope 3

    A Brief History of Augmented Reality 4

    Examples 13

    Related Fields 28

    Summary 31

    Chapter 2: Displays 33

    Multimodal Displays 34

    Visual Perception 39

    Requirements and Characteristics 40

    Spatial Display Model 56

    Visual Displays 58

    Summary 84

    Chapter 3: Tracking 85

    Tracking, Calibration, and Registration 86

    Coordinate Systems 87

    Characteristics of Tracking Technology 90

    Stationary Tracking Systems 96

    Mobile Sensors 99

    Optical Tracking 105

    Sensor Fusion 117

    Summary 120

    Chapter 4: Computer Vision for Augmented Reality 121

    Marker Tracking 123

    Multiple-Camera Infrared Tracking 132

    Natural Feature Tracking by Detection 138

    Incremental Tracking 149

    Simultaneous Localization and Mapping 156

    Outdoor Tracking 164

    Summary 176

    Chapter 5: Calibration and Registration 179

    Camera Calibration 180

    Display Calibration 183

    Registration 190

    Summary 194

    Chapter 6: Visual Coherence 195

    Registration 196

    Occlusion 199

    Photometric Registration 205

    Common Illumination 216

    Diminished Reality 227

    Camera Simulation 231

    Stylized Augmented Reality 236

    Summary 237

    Chapter 7: Situated Visualization 239

    Challenges 241

    Visualization Registration 245

    Annotations and Labeling 248

    X-Ray Visualization 254

    Spatial Manipulation 260

    Information Filtering 265

    Summary 270

    Chapter 8: Interaction 271

    Output Modalities 272

    Input Modalities 279

    Tangible Interfaces 286

    Virtual User Interfaces on Real Surfaces 294

    Augmented Paper 295

    Multi-view Interfaces 297

    Haptic Interaction 304

    Multimodal Interaction 304

    Conversational Agents 306

    Summary 309

    Chapter 9: Modeling and Annotation 311

    Specifying Geometry 312

    Specifying Appearance 317

    Semi-automatic Reconstruction 319

    Free-Form Modeling 322

    Annotation 325

    Summary 328

    Chapter 10: Authoring 329

    Requirements of AR Authoring 330

    Elements of Authoring 333

    Stand-Alone Authoring Solutions 335

    Plug-In Approaches 339

    Web Technology 341

    Summary 342

    Chapter 11: Navigation 345

    Foundations of Human Navigation 346

    Exploration and Discovery 347

    Route Visualization 347

    Viewpoint Guidance 350

    Multiple Perspectives 354

    Summary 360

    Chapter 12: Collaboration 361

    Properties of Collaboration Systems 362

    Co-located Collaboration 364

    Remote Collaboration 370

    Summary 377

    Chapter 13: Software Architectures 379

    AR Application Requirements 380

    Software Engineering Requirements 382

    Distributed Object Systems 385

    Dataflow 389

    Scene Graphs 395

    Developer Support 400

    Summary 407

    Chapter 14: The Future 409

    What May Drive Business Cases 410

    An AR Developer’s Wish List 411

    Taking AR Outdoors 415

    Interfacing with Smart Objects 417

    Confluence of Virtual Reality and Augmented Reality 418

    Augmented Humans 419

    AR as a Dramatic Medium 420

    AR as a Social Computing Platform 421

    Summary 422

    References 423

    Index 473

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