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<front>
<journal-meta>
<journal-id journal-id-type="publisher">ISPRS-Archives</journal-id>
<journal-title-group>
<journal-title>The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences</journal-title>
<abbrev-journal-title abbrev-type="publisher">ISPRS-Archives</abbrev-journal-title>
<abbrev-journal-title abbrev-type="nlm-ta">Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci.</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2194-9034</issn>
<publisher><publisher-name>Copernicus Publications</publisher-name>
<publisher-loc>Göttingen, Germany</publisher-loc>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.5194/isprs-archives-XLIII-B2-2022-201-2022</article-id>
<title-group>
<article-title>INTEGRATION OF DEPTH MAPS FROM ARCORE TO PROCESS POINT CLOUDS IN REAL TIME ON A SMARTPHONE</article-title>
</title-group>
<contrib-group><contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Haenel</surname>
<given-names>R.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Semler</surname>
<given-names>Q.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Semin</surname>
<given-names>E.</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Grussenmeyer</surname>
<given-names>P.</given-names>
<ext-link>https://orcid.org/0000-0002-7292-2755</ext-link>
</name>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
<contrib contrib-type="author" xlink:type="simple"><name name-style="western"><surname>Alby</surname>
<given-names>E.</given-names>
</name>
<xref ref-type="aff" rid="aff2">
<sup>2</sup>
</xref>
</contrib>
</contrib-group><aff id="aff1">
<label>1</label>
<addr-line>Syslor SAS, 1 Square Camoufle, 57 000 Metz, France</addr-line>
</aff>
<aff id="aff2">
<label>2</label>
<addr-line>Université de Strasbourg, CNRS, INSA Strasbourg, ICUBE Laboratory UMR 7357, Photogrammetry and Geomatics Group, 67000, France</addr-line>
</aff>
<pub-date pub-type="epub">
<day>30</day>
<month>05</month>
<year>2022</year>
</pub-date>
<volume>XLIII-B2-2022</volume>
<fpage>201</fpage>
<lpage>208</lpage>
<permissions>
<copyright-statement>Copyright: &#x000a9; 2022 R. Haenel et al.</copyright-statement>
<copyright-year>2022</copyright-year>
<license license-type="open-access">
<license-p>This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this licence, visit <ext-link ext-link-type="uri"  xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link></license-p>
</license>
</permissions>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLIII-B2-2022/201/2022/isprs-archives-XLIII-B2-2022-201-2022.html">This article is available from https://isprs-archives.copernicus.org/articles/XLIII-B2-2022/201/2022/isprs-archives-XLIII-B2-2022-201-2022.html</self-uri>
<self-uri xlink:href="https://isprs-archives.copernicus.org/articles/XLIII-B2-2022/201/2022/isprs-archives-XLIII-B2-2022-201-2022.pdf">The full text article is available as a PDF file from https://isprs-archives.copernicus.org/articles/XLIII-B2-2022/201/2022/isprs-archives-XLIII-B2-2022-201-2022.pdf</self-uri>
<abstract>
<p>Real-world three-dimensional reconstruction is a project of long-standing interest in global computer vision. Many tools have emerged these past years to accurately perceive the surrounding world either through active sensors or through passive algorithmic methods. With the advent and popularization of augmented reality on smartphones, new visualization issues have emerged concerning the virtual experience. Especially a 3D model seems to be essential to provide more realistic AR effects including consistency of occlusion, shadow mapping or even collision between virtual objects and real environment. However, due to the huge computation of most of current approaches, most of these algorithms are working on a computer desktop or high-end smartphones. Indeed, the reconstruction scale is rapidly limited by the complexity of both computation and memory. Therefore, our study aims to find a relevant method to process real time reconstruction of close-range outdoor scenes such as cultural heritage or underground infrastructures in real time locally on a smartphone.</p>
</abstract>
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