01. Universidade Federal Rural de Pernambuco - UFRPE (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/1

Navegar

Resultados da Pesquisa

Agora exibindo 1 - 1 de 1
  • Imagem de Miniatura
    Item
    Renderização Fotorrealista de Borrões de Movimento para Realidade Aumentada
    (2019) Borges, Rodrigo Araújo; Lima, João Paulo Silva do Monte; http://lattes.cnpq.br/1916245590298485; http://lattes.cnpq.br/9317820786059760
    Augmented Reality technology allow us to insert virtual elements in real environmentsviewed in real time through a device of some sort. To make it possible a tracking ofimportant features in the environment is performed, be it by the use of a smartphonecamera or other types of sensors. One of the main focus found in Augmented RealityApplications is providing immersion of the user in that reality, that is, by making theybelieve the artificial elements being viewed are present in the same place as they are. There is a variety of techniques for improving the user immersion in a Augmented Re-ality environmnent, being one of the most common ones the rendering of virtual ele-ments with graphical appearence closer to that of a real world element. In both Com-puter Graphics and Art this style is known as Photorealism. In photorealistic renderingsome aspects are taken into consideration, such as shadows, light refraction and occlu-sion, among others noticeable in the real world. Other than these there are also effectscaused by the means of capture performing the tracking. In the case of digital cameras,a recurring effect is the appearance of blur in moments where an element is moving.To provide an immersive Augmented Reality experience with photorealistic elements itis important that the virtual objects undergo these effects just as the real elements doconstantly, satisfying the real time demand. This work aims to develop a efficient solution for the rendering of photorealistic motionblur in Augmented Reality. Implementing the solution in the game engine Unity allowsfor other future Augmented Reality projects developed in this same engine to benefitfrom its features. A study was made about existing developments in the area of Pho-torrealistic Augmented Reality, and among the ones that offered alternatives for therendering of motion blur, the one with the best shown results was chosen as the basisfor the algorithms in this work. The obtained results were validated visually and throughcomparisons between the frequency of frames per second displayed.