Abstract

With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems.

Highlights

  • Augmented reality (AR) is an interactive technology that overlays graphical digital information over the physical world

  • The AR map rendering engine module is used to parse the output of AR map data module into Open Graphics Library (OpenGL) recognizable format, and render the visualization results of corresponding symbol types according to the rules of map stylization

  • To verthe high performance, practicality, and effectiveness of our approach, we implemented ify the high performance, practicality, and effectiveness of our approach, we implemented the rendering scheme introduced in Section 2 using C++ and the OpenGL library with the rendering scheme introduced in Section 2 using C++ and the OpenGL library with

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Summary

Introduction

Augmented reality (AR) is an interactive technology that overlays graphical digital information over the physical world. In geographic information science (GIScience) and related domains, combining AR and GIS to form an augmented reality geospatial information system (AR-GIS) can provide unique opportunities to enhance spatial experiences This helps to advance applications in planning, analysis, urban development, and other geosciences in a transparent and intuitive way [4,5]. It is important to note that research and development of such applications still focuses on hardware and software implementations, with less focus on visualization, especially when hardware-based computing resources are limited [19,20,21] Another common deficiency in existing solutions is that AR-GIS systems often rely on various platform-specific graphics libraries or operating systems and rendering implementations can differ across various platforms. We design the cross-platform architecture, including storage, scheduling, and application modules, to provide a consistent AR-GIS rendering style across platforms

Augmented Reality Visualization
Augmented Reality and GIS Visualization
High-Performance AR-GIS Rendering Engine Parallel Computation
AR-GIS Map Symbol Parallel Processing Framework
High-Speed
High-Speed AR-GIS Map Symbol Cache
Correct
Visualization prototype ofofAR visioncamera cameraimaging imaging principle
AR Vector Feature Triangulation Rendering
12. Triangularized
Design
Time Test of Single AR Map Visualization
Comparison Test of AR Map Visualization
Consistency Test of AR Visualization Cross Platform Algorithm
Conclusionsrendering and Further
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