The discussion and comparison of software architectures of different Augmented Reality systems is often difficult because of the heterogeneous ways the developers document them. They use different notations, different abstraction levels, and have different intentions. On the other hand, there are terms that are quite well-known and understood among the developers of Augmented Reality systems that describe an employed abstract pattern or technique, such as scene graphs or OpenGL for rendering. Such patterns can be found at different abstraction levels. We propose to describe Augmented Reality systems by a system of such patterns. The base is an abstract generic architecture which describes the common subsystems found in most Augmented Reality systems. This approach allows to compare and discuss Augmented Reality systems by comparing the patterns they employ to implement a particular subsystem. We present a set of patterns that we identified in study on software architectures for Augmented Reality systems. As an example we describe the DWARF Pathfinder system by its employed patterns.
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The discussion and comparison of software architectures of different Augmented Reality systems is often difficult because of the heterogeneous ways the developers document them. They use different notations, different abstraction levels, and have different intentions. On the other hand, there are terms that are quite well-known and understood among the developers of Augmented Reality systems that describe an employed abstract pattern or technique, such as scene graphs or OpenGL for renderi...
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