Projector based Spatial AR is fundamentally different from monitor-based display techniques. New and specialised rendering methods have to be developed (and existing ones adapted), to take advantage of the SAR properties.
This research project focuses on:
- High-quality and believable surface representation with projectors.
- This was part of my masters thesis. HDR lighting, normal and relief mapping were implemented as well as view-dependent lighting and reflection techniques.
- Silhouette-modifying rendering techniques
- SAR is principally close to existing rendering systems. Low-quality models are enhanced by using higher-quality surface descriptions such as textures, shaders and the like. SAR uses the same idea by projecting onto simple physical models. However, it suffers the same problem. The silhouette, the outline of the physical model does not change. With view-dependent rendering, we can fake highly-detailed silhouettes.
- Surface properties under projector lighting
- A new approach would be to use direct and reflected projector light to light real, physical models.
- Calibration space for many projectors.
- Previous spatial AR systems used only a handful of projectors and are usually configured to point in a general similar direction. This approach will take a multitude of projectors into account and generating an ‘optimal’ rendering volume for a given set of projectors.
- Adapting general rendering techniques for spatial augmented reality.
- Modern graphics research is mostly done by game developers. Luckily the results and techniques are shared with the rest of the community in conferences, workshops and books.
This project is currently researched by Markus Broecker as his PhD thesis.