760 research outputs found
Scalable multi-view stereo camera array for real world real-time image capture and three-dimensional displays
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (leaves 71-75).The number of three-dimensional displays available is escalating and yet the capturing devices for multiple view content are focused on either single camera precision rigs that are limited to stationary objects or the use of synthetically created animations. In this work we will use the existence of inexpensive digital CMOS cameras to explore a multi- image capture paradigm and the gathering of real world real-time data of active and static scenes. The capturing system can be developed and employed for a wide range of applications such as portrait-based images for multi-view facial recognition systems, hypostereo surgical training systems, and stereo surveillance by unmanned aerial vehicles. The system will be adaptable to capturing the correct stereo views based on the environmental scene and the desired three-dimensional display. Several issues explored by the system will include image calibration, geometric correction, the possibility of object tracking, and transfer of the array technology into other image capturing systems. These features provide the user more freedom to interact with their specific 3-D content while allowing the computer to take on the difficult role of stereoscopic cinematographer.Samuel L. Hill.S.M
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Holoscopic 3D imaging and display technology: Camera/ processing/ display
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonHoloscopic 3D imaging “Integral imaging” was first proposed by Lippmann in 1908. It has become an attractive technique for creating full colour 3D scene that exists in space. It promotes a single camera aperture for recording spatial information of a real scene and it uses a regularly spaced microlens arrays to simulate the principle of Fly’s eye technique, which creates physical duplicates of light field “true 3D-imaging technique”.
While stereoscopic and multiview 3D imaging systems which simulate human eye technique are widely available in the commercial market, holoscopic 3D imaging technology is still in the research phase. The aim of this research is to investigate spatial resolution of holoscopic 3D imaging and display technology, which includes holoscopic 3D camera, processing and display.
Smart microlens array architecture is proposed that doubles spatial resolution of holoscopic 3D camera horizontally by trading horizontal and vertical resolutions. In particular, it overcomes unbalanced pixel aspect ratio of unidirectional holoscopic 3D images. In addition, omnidirectional holoscopic 3D computer graphics rendering techniques are proposed that simplify the rendering complexity and facilitate holoscopic 3D content generation.
Holoscopic 3D image stitching algorithm is proposed that widens overall viewing angle of holoscopic 3D camera aperture and pre-processing of holoscopic 3D image filters are proposed for spatial data alignment and 3D image data processing. In addition, Dynamic hyperlinker tool is developed that offers interactive holoscopic 3D video content search-ability and browse-ability.
Novel pixel mapping techniques are proposed that improves spatial resolution and visual definition in space. For instance, 4D-DSPM enhances 3D pixels per inch from 44 3D-PPIs to 176 3D-PPIs horizontally and achieves spatial resolution of 1365 × 384 3D-Pixels whereas the traditional spatial resolution is 341 × 1536 3D-Pixels. In addition distributed pixel mapping is proposed that improves quality of holoscopic 3D scene in space by creating RGB-colour channel elemental images
Optimised Calibration, Registration and Tracking for Image Enhanced Surgical Navigation in ENT Operations
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A Programmable Display-Layer Architecture for Virtual-Reality Applications
Two important technical objectives of virtual-reality systems are to provide compelling visuals and effective 3D user interaction. In this respect, modern virtual reality system architectures suffer from a number of short-comings. The reduction of end-to-end latency, crosstalk and judder are especially difficult challenges, each of which negatively affects visual quality or user interaction. In order to provide higher quality visuals, complex scenes consisting of large models are often used. Rendering such a complex scene is a time-consuming process resulting in high end-to-end latency, thereby hampering user interaction. Classic virtual-reality architectures can not adequately address these challenges due to their inherent design principles. In particular, the tight coupling between input devices, the rendering loop and the display system inhibits these systems from addressing all the aforementioned challenges simultaneously. In this thesis, a virtual-reality architecture design is introduced that is based on the addition of a new logical layer: the Programmable Display Layer (PDL). The governing idea is that an extra layer is inserted between the rendering system and the display. In this way, the display can be updated at a fast rate and in a custom manner independent of the other components in the architecture, including the rendering system. To generate intermediate display updates at a fast rate, the PDL performs per-pixel depth-image warping by utilizing the application data. Image warping is the process of computing a new image by transforming individual depth-pixels from a closely matching previous image to their updated locations. The PDL architecture can be used for a range of algorithms and to solve problems that are not easily solved using classic architectures. In particular, techniques to reduce crosstalk, judder and latency are examined using algorithms implemented on top of the PDL. Concerning user interaction techniques, several six-degrees-of-freedom input methods exists, of which optical tracking is a popular option. However, optical tracking methods also introduce several constraints that depend on the camera setup, such as line-of-sight requirements, the volume of the interaction space and the achieved tracking accuracy. These constraints generally cause a decline in the effectiveness of user interaction. To investigate the effectiveness of optical tracking methods, an optical tracker simulation framework has been developed, including a novel optical tracker to test this framework. In this way, different optical tracking algorithms can be simulated and quantitatively evaluated under a wide range of conditions. A common approach in virtual reality is to implement an algorithm and then to evaluate the efficacy of that algorithm by either subjective, qualitative metrics or quantitative user experiments, after which an updated version of the algorithm may be implemented and the cycle repeated. A different approach is followed here. Throughout this thesis, an attempt is made to automatically detect and quantify errors using completely objective and automated quantitative methods and to subsequently attempt to resolve these errors dynamically
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Naturalistic depth perception
textMaking inferences about the 3-dimensional spatial structure of natural scenes is a critical visual function. While spatial discrimination both in depth and on the image plane has been well characterized for simple stimuli, little is known about our ability to discriminate depth in natural scenes, particularly at far distances. To begin filling in this gap we: (i) developed a database of 80 stereoscopic images paired with the corresponding measured distance information, (ii) used these scenes as psychophysical stimuli and measured near-far discrimination acuity in 4 observers as a function of distance and the visual angle separating the targets, (iii) made additional measurements under patched-eye (monocular) viewing conditions to evaluate the importance of binocular vision in depth discrimination as a function of viewing geometries. We find that binocular thresholds are roughly a constant Weber fraction of the distance for absolute distances ranging from 4 to 28 meters. Further, measured thresholds were around 1% for small separations, and increased to 4% for stimuli separated by 10 deg. Thus, the ability to discriminate depth in natural scenes is very good out to considerable distances. To investigate the basis of this discrimination ability, monocular thresholds were measured. We found that monocular thresholds were elevated for distances less than 15 meters, but were comparable to binocular thresholds for greater distances. Accurate depth perception depends on combining (fusing) multiple sources of sensory information. Thus binocular thresholds probably involve fusing separate monocular and disparity-derived estimates. Under the assumption of Gaussian distributed independent estimates, Bayes rule provides a simple reliability-weighted summation model of cue combination. Using disparity threshold measurements by Blakemore (1970), and the current monocular thresholds, parameter-free predictions were generated for the current binocular thresholds. These predictions were in broad agreement with the data, suggesting that the disparity and monocular cues are separable and combined optimally in natural scenes.Psycholog
Calibration of multiple cameras for large-scale experiments using a freely moving calibration target
Abstract: Obtaining accurate experimental data from Lagrangian tracking and tomographic velocimetry requires an accurate camera calibration consistent over multiple views. Established calibration procedures are often challenging to implement when the length scale of the measurement volume exceeds that of a typical laboratory experiment. Here, we combine tools developed in computer vision and non-linear camera mappings used in experimental fluid mechanics, to successfully calibrate a four-camera setup that is imaging inside a large tank of dimensions ∼10×25×6m3. The calibration procedure uses a planar checkerboard that is arbitrarily positioned at unknown locations and orientations. The method can be applied to any number of cameras. The parameters of the calibration yields direct estimates of the positions and orientations of the four cameras as well as the focal lengths of the lenses. These parameters are used to assess the quality of the calibration. The calibration allows us to perform accurate and consistent linear ray-tracing, which we use to triangulate and track fish inside the large tank. An open-source implementation of the calibration in Matlab is available. Graphic abstract: [Figure not available: see fulltext.]
Calibration Methods for Head-Tracked 3D Displays
Head-tracked 3D displays can provide a compelling 3D effect, but even small inaccuracies in the calibration of the participant’s viewpoint to the display can disrupt the 3D illusion. We propose a novel interactive procedure for a participant to easily and accurately calibrate a head-tracked display by visually aligning patterns across a multi-screen display. Head-tracker measurements are then calibrated to these known viewpoints. We conducted a user study to evaluate the effectiveness of different visual patterns and different display shapes. We found that the easiest to align shape was the spherical display and the best calibration pattern was the combination of circles and lines. We performed a quantitative camera-based calibration of a cubic display and found visual calibration outperformed manual tuning and generated viewpoint calibrations accurate to within a degree. Our work removes the usual, burdensome step of manual calibration when using head-tracked displays and paves the way for wider adoption of this inexpensive and effective 3D display technology
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