Resolving occlusion method of virtual object in simulation using snake and picking algorithm

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Abstract

For realistic simulation, it is essential to register the two worlds, calculate the occlusion realm between the real world and the virtual object, and determine the location of the virtual object based on the calculation. However, if the constructed map is not accurate or the density is not sufficient to estimate the occlusion boundary, it is very difficult to determine the occlusion realm. In order to solve this problem, this paper proposes a new method for calculating the occlusion realm using the snake and picking algorithm. First, the wireframe generated by the CCD image and DEM was mapped using the visual clues to acquire 3D information in the experimental realm, and the 3D information was calculated at the point where occlusion problem for a moving target. The validity of the proposed approach under the environment in which partial occlusion occurs has been provided by an experiment. © Springer-Verlag Berlin Heidelberg 2007.

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APA

Cha, J. G., Kim, G. Y., & Choi, H. I. (2007). Resolving occlusion method of virtual object in simulation using snake and picking algorithm. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4488 LNCS, pp. 1–8). Springer Verlag. https://doi.org/10.1007/978-3-540-72586-2_1

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