Preface

Mixed reality (MR) is an area of computer research that deals with the combination of real-world and computer-generated data (virtual reality), where computergenerated graphical objects are visually mixed into the real environment and vice versa in real time. MR is the newest virtual reality technology. It usually uses 3D computer graphics technologies for visual presentation of the virtual world. MR can be created using at least one of the following technologies: augmented reality (AR) and augmented virtuality (AV). The MR system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through (usually by using transparent displays) or video see-through. Implementation of MR systems is as a marker system (real scene with special markers visually replaced with virtual objects in runtime) or a markerless system (processing of virtual objects is without markers e.g. based on 3D-scanning).

Mixed and virtual reality systems, their applications, 3D computer graphics, and related technologies in their actual stage are the content of this book. Also, this book is about the formal or practical information about MR/VR, software and hardware MR/VR solutions, and desktop or mobile MR/VR platforms. In the first part, we present 3D-modeling and computer graphics in virtual reality, a stereoscopy and an autostereoscopy and 3D solids reconstruction. The second part contains beautiful examples of the applications of these technologies in industrial, medical, and educational areas.

The book is divided into two sections: first section is Mixed Reality, Virtaul Reality and 3D Computer Graphics, second section is Mixed and virtual reality applications. The first section contains four chapters. The production and design of wood furniture manufacturing includes manufacturing furniture parts and their assembly with appropriate finishing operations. The process requires repeated communications and discussions, as well as furniture sampling and trials, which are indispensable. The results in the first chapter confirmed that applying the AR technology can effectively narrow the gap between judgment and prototype. The second chapter shows an AR project applied to medicine. The project is crystallized through a system, based on this new technology that serves as an innovative learning platform. VR becomes a potential solution to enhance clinical medicine (functional, re-education, training), especially with the growth evolution of technologies from both the visualization and 3D gestural interaction point of views. The third chapter describes this composed system. Because the use of AR is increasing, it is important to study its possibilities within both formal and informal learning contexts, and the fourth chapter illustrates this.

The second section contains six chapters. In the era of digital technologies, 3D modelling and CG techniques not only apply to the development of virtual models for computer simulation, artificial intelligence, and big data analytics, but they can also be applied in many different applications in VR. The first chapter describes that. Chapter Two presents the principles, algorithms, databases, and programming for the advanced reconstruction systems (3D solid reconstruction

**II**

**Chapter 8 107**

**Chapter 9 129**

**Chapter 10 143**

Mixed Reality in the Presentation of Industrial Heritage

*by Vladimír Hain and Roman Hajtmanek*

Stereoscopy and Autostereoscopy

Mixed Reality: A Known Unknown

*by Branislav Sobota, Štefan Korečko, Marián Hudák* 

Development

*by Wallen Mphepo*

*and Martin Sivý*

from 2D orthographic views), and some of its technical applications. Chapter Three explains how blockchain works, how it can be utilized in distributed CAD environments, what the major challenges for implementation are, and how CAD vendors could use it to increase CAD data integrity. Chapter Four is aimed at exploring opprtunities for collaboration between theoretical research, monument preservation, VR, and architectural practice. Chapter Five provides a treatise on the stingent requrements for autostereoscopic information display as well as switchable 2D to 3D autostereoscopic information displays as a guide for designing better MR displays. Chapter Six contains an introduction to MR modern technology.

We would like to express our sincere gratitude to all the authors and co-authors for their contribution. The successful completion of this book has been the result of the cooperation among many people. We would especially like to thank the Publishing Process Manager Ms. Romina Rovan for her support during the publishing process.

#### **Branislav Sobota**

Department of Computers and Informatics, Faculty of Electrical Engineering and Informatics, Technical University of Kosice, Košice, Slovak Republic

#### **Dragan Cvetković**

**1**

Section 1

Mixed Reality

Singidunum University, Belgrade, Republic of Serbia
