Applications of Augmented Reality for the Automotive Industry

[1]  Blair MacIntyre,et al.  Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences , 2008, 2008 IEEE Virtual Reality Conference.

[2]  Holger Regenbrecht,et al.  A leap-supported, hybrid AR interface approach , 2013, OZCHI.

[3]  Philippe Bekaert,et al.  Advanced Global Illumination, Second Edition , 2006 .

[4]  David E. Breen,et al.  Calibration Requirements and Procedures for a Monitor-Based Augmented Reality System , 1995, IEEE Trans. Vis. Comput. Graph..

[5]  P.J. Withagen,et al.  CCD characterization for a range of color cameras , 2005, 2005 IEEE Instrumentationand Measurement Technology Conference Proceedings.

[6]  Dirk Bartz,et al.  Real-time cartoon-like stylization of AR video streams on the GPU , 2005 .

[7]  Li Li,et al.  Photorealistic rendering for augmented reality using environment illumination , 2003, The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings..

[8]  Ulrich Neumann,et al.  Dynamic registration correction in video-based augmented reality systems , 1995, IEEE Computer Graphics and Applications.

[9]  Enhua Wu,et al.  Real-time coherent stylization for augmented reality , 2010, The Visual Computer.

[10]  Holger Regenbrecht,et al.  Detecting dynamic occlusion in front of static backgrounds for AR scenes , 2003 .

[11]  Ken Perlin,et al.  Painterly rendering for video and interaction , 2000, NPAR '00.

[12]  Hirokazu Kato,et al.  The effects of shadow representation of virtual objects in augmented reality , 2003, The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings..

[13]  Tobias Isenberg,et al.  State of the "Art”: A Taxonomy of Artistic Stylization Techniques for Images and Video , 2013, IEEE Transactions on Visualization and Computer Graphics.

[14]  Thorsten Grosch,et al.  Consistent interactive augmentation of live camera images with correct near-field illumination , 2007, VRST '07.

[15]  Naokazu Yokoya,et al.  Augmented reality based on estimation of defocusing and motion blurring from captured images , 2006, 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality.

[16]  David W. Murray,et al.  Simulating Low-Cost Cameras for Augmented Reality Compositing , 2010, IEEE Transactions on Visualization and Computer Graphics.

[17]  Michael Gervautz,et al.  Occlusion in collaborative augmented environments , 1999, Comput. Graph..

[18]  Matthias M. Wloka,et al.  Resolving occlusion in augmented reality , 1995, I3D '95.

[19]  Michael Haller,et al.  A loose and sketchy approach in a mediated reality environment , 2005, GRAPHITE '05.

[20]  Martin Kraus,et al.  GPU-Based Edge-Directed Image Interpolation , 2007, SCIA.

[21]  Ronald Azuma,et al.  Recent Advances in Augmented Reality , 2001, IEEE Computer Graphics and Applications.

[22]  Miika Aittala,et al.  Inverse lighting and photorealistic rendering for augmented reality , 2010, The Visual Computer.

[23]  George Drettakis,et al.  Interactive Common Illumination for Computer Augmented Reality , 1997, Rendering Techniques.

[24]  Vincent Lepetit,et al.  ESM-Blur: Handling & rendering blur in 3D tracking and augmentation , 2009, 2009 8th IEEE International Symposium on Mixed and Augmented Reality.

[25]  Dieter Schmalstieg,et al.  Interactive Focus and Context Visualization for Augmented Reality , 2007, 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality.

[26]  Roberto Manduchi,et al.  Bilateral filtering for gray and color images , 1998, Sixth International Conference on Computer Vision (IEEE Cat. No.98CH36271).

[27]  Jan Fischer Real-virtual antialiasing , 2008, SIGGRAPH '08.

[28]  Blair MacIntyre,et al.  A non-photorealistic rendering framework with temporal coherence for augmented reality , 2012, 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR).

[29]  Dirk Bartz,et al.  Occlusion handling for medical augmented reality using a volumetric phantom model , 2004, VRST '04.

[30]  Takefumi Ogawa,et al.  A depth cue method based on blurring effect in augmented reality , 2013, AH.