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Block Diagram Representation



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Wearable 3D Graphics for Augmented Reality A Case Study of Two Experimental Backpack Computers Yohan Baillot Elias Gagas Tobias H llerer Simon Julier Steven Feiner Code 5580 1 Naval Research Laboratory 4555 Overlook Ave SE Washington DC 20375 Department of Computer Science Columbia University New York NY 10027 baillot julier ait nrl navy mil gagman htobias feiner cs columbia edu Abstract Graphical mobile augmented reality applications will only be effective if the wearable computers on which they run are capable of high performance 3D graphics However no current commercial wearable system provides the graphical performance of even a typical modern desktop computer In this paper we describe two different experimental wearable graphics computers designed for prototyping augmented reality applications requiring fast 3D graphics We explain the system requirements and design decisions that resulted in these architectures 1 Introduction Recent decreases in size and price have made mobile computing a part of everyday life Laptops that are faster than last year s desktops hand held personal digital assistants and mobile phones with integrated web access are rapidly becoming commonplace However none of these devices offers 3D graphics performance comparable to that of modern desktop systems Possible explanations for this include the stronger demand for low power consumption which is not met by current 3D graphics accelerators and the absence of an acknowledged mobile killer application that would require this functionality We believe that head tracked 3D augmented reality AR could be the basis for such an application AR is a display paradigm that registers from the user s perspective information directly with objects and locations in the surrounding environment For example registered graphics could include 2D annotations e g text labels with leader lines as well as 3D graphics e g wireframe or textured models overlaid on the real world AR has the potential to revolutionize



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