DocumentCode
1141883
Title
Making Augmented Reality Practical on Mobile Phones, Part 2
Author
Wagner, Daniel ; Schmalstieg, Dieter
Author_Institution
Graz Univ. of Technol., Graz, Austria
Volume
29
Issue
4
fYear
2009
Firstpage
6
Lastpage
9
Abstract
In part 1, we introduced a software environment for augmented reality (AR) on mobile phones, discussed development and debugging strategies, and showed how to execute several tasks of a common AR system in parallel on a mobile device. Here, we discuss how to overcome the most severe limitations, such as memory, rendering speed, and computational power. We analyze in detail where an optimized mobile phone AR application spends most of its processing time and give an outlook on what to expect in the next few years.
Keywords
augmented reality; mobile computing; rendering (computer graphics); storage management; augmented reality; computational power; memory limitation; mobile device; mobile phones; rendering speed; Application software; Augmented reality; Bandwidth; Cameras; Computer vision; Image coding; Image converters; Mobile handsets; Pipelines; Rendering (computer graphics); augmented reality; computer graphics; embedded systems; fixed-point operations; floating-point operations; mobile phones; rendering; software development;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/MCG.2009.67
Filename
5167481
Link To Document