Making Augmented Reality Practical on Mobile Phones, Part 2
|Authors||Wagner Daniel, Schmalstieg Dieter|
IEEE Computer Graphics and Applications
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.