8 research outputs found

    A Featureless Approach to 3D Polyhedral Building Modeling from Aerial Images

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    This paper presents a model-based approach for reconstructing 3D polyhedral building models from aerial images. The proposed approach exploits some geometric and photometric properties resulting from the perspective projection of planar structures. Data are provided by calibrated aerial images. The novelty of the approach lies in its featurelessness and in its use of direct optimization based on image rawbrightness. The proposed framework avoids feature extraction and matching. The 3D polyhedral model is directly estimated by optimizing an objective function that combines an image-based dissimilarity measure and a gradient score over several aerial images. The optimization process is carried out by the Differential Evolution algorithm. The proposed approach is intended to provide more accurate 3D reconstruction than feature-based approaches. Fast 3D model rectification and updating can take advantage of the proposed method. Several results and evaluations of performance from real and synthetic images show the feasibility and robustness of the proposed approach

    QualitĂ€tstaxonomie fĂŒr skalierbare Algorithmen von Free Viewpoint Video Objekten

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    Diese Dissertation beabsichtigt einen Beitrag zur QualitĂ€tsbeurteilung von Algorithmen fĂŒr Bildanalyse und Bildsynthese im Anwendungskontext Videokommunikationssysteme zu leisten. In der vorliegenden Arbeit werden Möglichkeiten und Hindernisse der nutzerzentrierten Definition von subjektiver QualitĂ€tswahrnehmung in diesem speziellen Anwendungsfall untersucht. QualitĂ€tsbeurteilung von aufkommender Visualisierungs-Technologie und neuen Verfahren zur Erzeugung einer dreidimensionalen ReprĂ€sentation unter der Nutzung von Bildinformation zweier Kameras fĂŒr Videokommunikationssysteme wurde bisher noch nicht umfangreich behandelt und passende AnsĂ€tze dazu fehlen. Die Herausforderungen sind es qualitĂ€tsbeeinflussende Faktoren zu definieren, passende Maße zu formulieren, sowie die QualitĂ€tsevaluierung mit den Erstellungsalgorithmen, welche noch in Entwicklung sind, zu verbinden. Der Vorteil der Verlinkung von QualitĂ€tswahrnehmung und ServicequalitĂ€t ist die UnterstĂŒtzung der technischen Realisierungsprozesse hinsichtlich ihrer AnpassungsfĂ€higkeit (z.B. an das vom Nutzer verwendete System) und Skalierbarkeit (z.B. Beachtung eines Aufwands- oder Ressourcenlimits) unter BerĂŒcksichtigung des Endnutzers und dessen QualitĂ€tsanforderungen. Die vorliegende Arbeit beschreibt den theoretischen Hintergrund und einen Vorschlag fĂŒr eine QualitĂ€tstaxonomie als verlinkendes Modell. Diese Arbeit beinhaltet eine Beschreibung des Projektes Skalalgo3d, welches den Rahmen der Anwendung darstellt. PrĂ€sentierte Ergebnisse bestehen aus einer systematischen Definition von qualitĂ€tsbeeinflussenden Faktoren inklusive eines Forschungsrahmens und EvaluierungsaktivitĂ€ten die mehr als 350 Testteilnehmer inkludieren, sowie daraus heraus definierte QualitĂ€tsmerkmale der evaluierten QualitĂ€t der visuellen ReprĂ€sentation fĂŒr Videokommunikationsanwendungen. Ein darauf basierendes Modell um diese Ergebnisse mit den technischen Erstellungsschritten zu verlinken wird zum Schluss anhand eines formalisierten QualitĂ€tsmaßes prĂ€sentiert. Ein Flussdiagramm und ein Richtungsfeld zur grafischen AnnĂ€herung an eine differenzierbare Funktion möglicher ZusammenhĂ€nge werden daraufhin fĂŒr weitere Untersuchungen vorgeschlagen.The thesis intends to make a contribution to the quality assessment of free viewpoint video objects within the context of video communication systems. The current work analyzes opportunities and obstacles, focusing on users' subjective quality of experience in this special case. Quality estimation of emerging free viewpoint video object technology in video communication has not yet been assessed and adequate approaches are missing. The challenges are to define factors that influence quality, to formulate an adequate measure of quality, and to link the quality of experience to the technical realization within an undefined and ever-changing technical realization process. There are two advantages of interlinking the quality of experience with the quality of service: First, it can benefit the technical realization process, in order to allow adaptability (e.g., based on systems used by the end users). Second, it provides an opportunity to support scalability in a user-centered way, e.g., based on a cost or resources limitation. The thesis outlines the theoretical background and introduces a user-centered quality taxonomy in the form of an interlinking model. A description of the related project Skalalgo3d is included, which offered a framework for application. The outlined results consist of a systematic definition of factors that influence quality, including a research framework, and evaluation activities involving more than 350 participants. The thesis includes the presentation of quality features, defined by evaluations of free viewpoint video object quality, for video communication application. Based on these quality features, a model that links these results with the technical creation process, including a formalized quality measure, is presented. Based on this, a flow chart and slope field are proposed. These intend the visualization of these potential relationships and may work as a starting point for further investigations thereon and to differentiate relations in form of functions

    Augmented Reality Assistance for Surgical Interventions using Optical See-Through Head-Mounted Displays

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    Augmented Reality (AR) offers an interactive user experience via enhancing the real world environment with computer-generated visual cues and other perceptual information. It has been applied to different applications, e.g. manufacturing, entertainment and healthcare, through different AR media. An Optical See-Through Head-Mounted Display (OST-HMD) is a specialized hardware for AR, where the computer-generated graphics can be overlaid directly onto the user's normal vision via optical combiners. Using OST-HMD for surgical intervention has many potential perceptual advantages. As a novel concept, many technical and clinical challenges exist for OST-HMD-based AR to be clinically useful, which motivates the work presented in this thesis. From the technical aspects, we first investigate the display calibration of OST-HMD, which is an indispensable procedure to create accurate AR overlay. We propose various methods to reduce the user-related error, improve robustness of the calibration, and remodel the calibration as a 3D-3D registration problem. Secondly, we devise methods and develop hardware prototype to increase the user's visual acuity of both real and virtual content through OST-HMD, to aid them in tasks that require high visual acuity, e.g. dental procedures. Thirdly, we investigate the occlusion caused by the OST-HMD hardware, which limits the user's peripheral vision. We propose to use alternative indicators to remind the user of unattended environment motion. From the clinical perspective, we identified many clinical use cases where OST-HMD-based AR is potentially helpful, developed applications integrated with current clinical systems, and conducted proof-of-concept evaluations. We first present a "virtual monitor'' for image-guided surgery. It can replace real radiology monitors in the operating room with easier user control and more flexibility in positioning. We evaluated the "virtual monitor'' for simulated percutaneous spine procedures. Secondly, we developed ARssist, an application for the bedside assistant in robotic surgery. The assistant can see the robotic instruments and endoscope within the patient body with ARssist. We evaluated the efficiency, safety and ergonomics of the assistant during two typical tasks: instrument insertion and manipulation. The performance for inexperienced users is significantly improved with ARssist, and for experienced users, the system significantly enhanced their confidence level. Lastly, we developed ARAMIS, which utilizes real-time 3D reconstruction and visualization to aid the laparoscopic surgeon. It demonstrates the concept of "X-ray see-through'' surgery. Our preliminary evaluation validated the application via a peg transfer task, and also showed significant improvement in hand-eye coordination. Overall, we have demonstrated that OST-HMD based AR application provides ergonomic improvements, e.g. hand-eye coordination. In challenging situations or for novice users, the improvements in ergonomic factors lead to improvement in task performance. With continuous effort as a community, optical see-through augmented reality technology will be a useful interventional aid in the near future

    Human factors in the perception of stereoscopic images

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    Research into stereoscopic displays is largely divided into how stereo 3D content looks, a field concerned with distortion, and how such content feels to the viewer, that is, comfort. However, seldom are these measures presented simultaneously. Both comfortable displays with unacceptable 3D and uncomfortable displays with great 3D are undesirable. These two scenarios can render conclusions based on research into these measures both moot and impractical. Furthermore, there is a consensus that more disparity correlates directly with greater viewer discomfort. These experiments, and the dissertation thereof, challenge this notion and argue for a more nuanced argument related to acquisition factors such as interaxial distance (IA) and post processing in the form of horizontal image translation (HIT). Indeed, this research seeks to measure tolerance limits for viewing comfort and perceptual distortions across different camera separations. In the experiments, HIT and IA were altered together. Following Banks et al. (2009), our stimuli were simple stereoscopic hinges, and we measured the perceived angle as a function of camera separation. We compared the predictions based on a ray-tracing model with the perceived 3D shape obtained psychophysically. Participants were asked to judge the angles of 250 hinges at different camera separations (IA and HIT remained linked across a 20 to 100mm range, but the angles ranged between 50° and 130°). In turn, comfort data was obtained using a five-point Likert scale for each trial. Stimuli were presented in orthoscopic conditions with screen and observer field of view (FOV) matched at 45°. The 3D hinge and experimental parameters were run across three distinct series of experiments. The first series involved replicating a typical laboratory scenario where screen position was unchanged (Experiment I), the other presenting scenarios representative of real-world applications for a single viewer (Experiments II, III, and IV), and the last presenting real-world applications for multiple viewers (Experiment V). While the laboratory scenario revealed greatest viewer comfort occurred when a virtual hinge was placed on the screen plane, the single-viewer experiment revealed into-the-screen stereo stimuli was judged flatter while out-of-screen content was perceived more veridically. The multi-viewer scenario revealed a marked decline in comfort for off-axis viewing, but no commensurate effect on distortion; importantly, hinge angles were judged as being the same regardless of off-axis viewing for angles of up to 45. More specifically, the main results are as follows. 1) Increased viewing distance enhances viewer comfort for stereoscopic perception. 2) The amount of disparity present was not correlated with comfort. Comfort is not correlated with angular distortion. 3) Distortion is affected by hinge placement on-screen. There is only a significant effect on comfort when the Camera Separation is at 60mm. 4) A perceptual bias between into the depth orientation of the screen stimuli, in to the screen stimuli were judged as flatter than out of the screen stimuli. 5) Perceived distortion not being affected by oblique viewing. Oblique viewing does not affect perceived comfort. In conclusion, the laboratory experiment highlights the limitations of extrapolating a controlled empirical stimulus into a less controlled “real world” environment. The typical usage scenarios consistently reveal no correlation between the amount of screen disparity (parallax) in the stimulus and the comfort rating. The final usage scenario reveals a perceptual constancy in off-axis viewer conditions for angles of up to 45, which, as reported, is not reflected by a typical ray-tracing model. Stereoscopic presentation with non-orthoscopic HIT may give comfortable 3D. However, there is good reason to believe that this 3D is not being perceived veridically. Comfortable 3D is often incorrectly converged due to the differences between distances specified by disparity and monocular cues. This conflict between monocular and stereo cues in the presentation of S3D content leads to loss of veridicality i.e. a perception of flatness. Therefore, correct HIT is recommended as the starting point for creating realistic and comfortable 3D, and this factor is shown by data to be far more important than limiting screen disparity (i.e. parallax). Based on these findings, this study proposes a predictive model of stereoscopic space for 3D content generators who require flexibility in acquisition parameters. This is important as there is no data for viewing conditions where the acquisition parameters are changed

    Perceptually Optimized Visualization on Autostereoscopic 3D Displays

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    The family of displays, which aims to visualize a 3D scene with realistic depth, are known as "3D displays". Due to technical limitations and design decisions, such displays create visible distortions, which are interpreted by the human vision as artefacts. In absence of visual reference (e.g. the original scene is not available for comparison) one can improve the perceived quality of the representations by making the distortions less visible. This thesis proposes a number of signal processing techniques for decreasing the visibility of artefacts on 3D displays. The visual perception of depth is discussed, and the properties (depth cues) of a scene which the brain uses for assessing an image in 3D are identified. Following the physiology of vision, a taxonomy of 3D artefacts is proposed. The taxonomy classifies the artefacts based on their origin and on the way they are interpreted by the human visual system. The principles of operation of the most popular types of 3D displays are explained. Based on the display operation principles, 3D displays are modelled as a signal processing channel. The model is used to explain the process of introducing distortions. It also allows one to identify which optical properties of a display are most relevant to the creation of artefacts. A set of optical properties for dual-view and multiview 3D displays are identified, and a methodology for measuring them is introduced. The measurement methodology allows one to derive the angular visibility and crosstalk of each display element without the need for precision measurement equipment. Based on the measurements, a methodology for creating a quality profile of 3D displays is proposed. The quality profile can be either simulated using the angular brightness function or directly measured from a series of photographs. A comparative study introducing the measurement results on the visual quality and position of the sweet-spots of eleven 3D displays of different types is presented. Knowing the sweet-spot position and the quality profile allows for easy comparison between 3D displays. The shape and size of the passband allows depth and textures of a 3D content to be optimized for a given 3D display. Based on knowledge of 3D artefact visibility and an understanding of distortions introduced by 3D displays, a number of signal processing techniques for artefact mitigation are created. A methodology for creating anti-aliasing filters for 3D displays is proposed. For multiview displays, the methodology is extended towards so-called passband optimization which addresses Moiré, fixed-pattern-noise and ghosting artefacts, which are characteristic for such displays. Additionally, design of tuneable anti-aliasing filters is presented, along with a framework which allows the user to select the so-called 3d sharpness parameter according to his or her preferences. Finally, a set of real-time algorithms for view-point-based optimization are presented. These algorithms require active user-tracking, which is implemented as a combination of face and eye-tracking. Once the observer position is known, the image on a stereoscopic display is optimised for the derived observation angle and distance. For multiview displays, the combination of precise light re-direction and less-precise face-tracking is used for extending the head parallax. For some user-tracking algorithms, implementation details are given, regarding execution of the algorithm on a mobile device or on desktop computer with graphical accelerator

    An Occlusion Approach with Consistency Constraint for Multiscopic Depth Extraction

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    This is a new approach to handle occlusions in stereovision algorithms in the multiview context using images destined for autostereoscopic displays. It takes advantage of information from all views and ensures the consistency of their disparity maps. We demonstrate its application in a correlation-based method and a graphcuts-based method. The latter uses a new energy, which merges both dissimilarities and occlusions evaluations. We discuss the results on real and virtual images
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