3,951 research outputs found
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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 âIntegral imagingâ 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 Flyâs eye technique, which creates physical duplicates of light field âtrue 3D-imaging techniqueâ.
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 Ă 384 3D-Pixels whereas the traditional spatial resolution is 341 Ă 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
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Post-production of holoscopic 3D image
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University LondonHoloscopic 3D imaging also known as âIntegral imagingâ was first proposed by Lippmann in 1908. It facilitates a promising technique for creating full colour spatial image that exists in space. It promotes a single lens aperture for recording spatial images of a real scene, thus it offers omnidirectional motion parallax and true 3D
depth, which is the fundamental feature for digital refocusing. While stereoscopic and multiview 3D imaging systems simulate human eye technique, holoscopic 3D imaging system mimics flyâs eye technique, in which
viewpoints are orthographic projection. This system enables true 3D representation of a real scene in space, thus it offers richer spatial cues compared to stereoscopic 3D and multiview 3D systems. Focus has been the greatest challenge since the beginning of photography. It is becoming even more critical in film production where focus pullers are finding it difficult to get the right focus with camera resolution becoming increasingly higher. Holoscopic 3D imaging enables the user to carry out re/focusing in post-production. There have been three main types of digital refocusing methods namely Shift and Integration, full resolution, and full resolution with blind. However, these methods suffer from artifacts and unsatisfactory resolution in the final resulting image. For instance the artifacts are in the form of blocky and blurry pictures, due to unmatched boundaries. An upsampling method is proposed that improves the resolution of the resulting image of shift and integration approach. Sub-pixel adjustment of elemental images including âupsampling techniqueâ with smart filters are proposed to reduce the artifacts, introduced by full resolution with blind method as well as to improve both image quality and resolution of the final rendered image. A novel 3D object extraction method is proposed that takes advantage of disparity, which is also applied to generate stereoscopic 3D images from holoscopic 3D
image. Cross correlation matching algorithm is used to obtain the disparity map from the disparity information and the desirable object is then extracted. In addition, 3D image conversion algorithm is proposed for the generation of stereoscopic and multiview 3D images from both unidirectional and omnidirectional holoscopic 3D images, which facilitates 3D content reformation
Depth measurement in integral images.
The development of a satisfactory the three-dimensional image system is a constant pursuit of the scientific community and entertainment industry. Among the many different methods of producing three-dimensional images, integral imaging is a technique that is capable of creating and encoding a true volume spatial optical model of the object scene in the form of a planar intensity distribution by using unique optical components. The generation of depth maps from three-dimensional integral images is of major importance for modern electronic display systems to enable content-based interactive manipulation and content-based image coding. The aim of this work is to address the particular issue of analyzing integral images in order to extract depth information from the planar recorded integral image.
To develop a way of extracting depth information from the integral image, the unique characteristics of the three-dimensional integral image data have been analyzed and the high correlation existing between the pixels at one microlens pitch distance interval has been discovered. A new method of extracting depth information from viewpoint image extraction is developed. The viewpoint image is formed by sampling pixels at the same local position under different micro-lenses. Each viewpoint image is a two-dimensional parallel projection of the three-dimensional scene. Through geometrically analyzing the integral recording process, a depth equation is derived which describes the mathematic relationship between object depth and the corresponding viewpoint images displacement. With the depth equation, depth estimation is then converted to the task of disparity analysis. A correlation-based block matching approach is chosen to find the disparity among viewpoint images.
To improve the performance of the depth estimation from the extracted viewpoint images, a modified multi-baseline algorithm is developed, followed by a neighborhood constraint and relaxation technique to improve the disparity analysis. To deal with the homogenous region and object border where the correct depth estimation is almost impossible from disparity analysis, two techniques, viz. Feature Block Pre-selection and âConsistency Post-screening, are further used. The final depth maps generated from the available integral image data have achieved very good visual effects
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3D multiple description coding for error resilience over wireless networks
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Mobile communications has gained a growing interest from both customers and service providers alike in the last 1-2 decades. Visual information is used in many application domains such as remote health care, video âon demand, broadcasting, video surveillance etc. In order to enhance the visual effects of digital video content, the depth perception needs to be provided with the actual visual content. 3D video has earned a significant interest from the research community in recent years, due to the tremendous impact it leaves on viewers and its enhancement of the userâs quality of experience (QoE). In the near future, 3D video is likely to be used in most video applications, as it offers a greater sense of immersion and perceptual experience. When 3D video is compressed and transmitted over error prone channels, the associated packet loss leads to visual quality degradation. When a picture is lost or corrupted so severely that the concealment result is not acceptable, the receiver typically pauses video playback and waits for the next INTRA picture to resume decoding. Error propagation caused by employing predictive coding may degrade the video quality severely. There are several ways used to mitigate the effects of such transmission errors. One widely used technique in International Video Coding Standards is error resilience.
The motivation behind this research work is that, existing schemes for 2D colour video compression such as MPEG, JPEG and H.263 cannot be applied to 3D video content. 3D video signals contain depth as well as colour information and are bandwidth demanding, as they require the transmission of multiple high-bandwidth 3D video streams. On the other hand, the capacity of wireless channels is limited and wireless links are prone to various types of errors caused by noise, interference, fading, handoff, error burst and network congestion. Given the maximum bit rate budget to represent the 3D scene, optimal bit-rate allocation between texture and depth information rendering distortion/losses should be minimised. To mitigate the effect of these errors on the perceptual 3D video quality, error resilience video coding needs to be investigated further to offer better quality of experience (QoE) to end users.
This research work aims at enhancing the error resilience capability of compressed 3D video, when transmitted over mobile channels, using Multiple Description Coding (MDC) in order to improve better userâs quality of experience (QoE).
Furthermore, this thesis examines the sensitivity of the human visual system (HVS) when employed to view 3D video scenes. The approach used in this study is to use subjective testing in order to rate peopleâs perception of 3D video under error free and error prone conditions through the use of a carefully designed bespoke questionnaire.Petroleum Technology Development Fund (PTDF
Stereoscopic Sketchpad: 3D Digital Ink
--Context--
This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the âdigital inkâ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing.
--Background--
When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for
the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed.
While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based.
--Method--
As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times.
One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines.
--Results--
The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame.
The focus of this research was on how a 3D sketching package would go about storing
and accessing the digital ink. This is just a basis for further research in this area and many
issues touched upon in this paper will require a more in depth analysis. The primary area of
this future research would be the creation of an effective user interface and the introduction
of regular sketching package features such as the saving and loading of images
Multi feature-rich synthetic colour to improve human visual perception of point clouds
Although point features have shown their usefulness in classification with Machine Learning, point cloud visualization enhancement methods focus mainly on lighting. The visualization of point features helps to improve the perception of the 3D environment. This paper proposes Multi Feature-Rich Synthetic Colour (MFRSC) as an alternative non-photorealistic colour approach of natural-coloured point clouds. The method is based on the selection of nine features (reflectance, return number, inclination, depth, height, point density, linearity, planarity, and scattering) associated with five human perception descriptors (edges, texture, shape, size, depth, orientation). The features are reduced to fit the RGB display channels. All feature permutations are analysed according to colour distance with the natural-coloured point cloud and Image Quality Assessment. As a result, the selected feature permutations allow a clear visualization of the scene's rendering objects, highlighting edges, planes, and volumetric objects. MFRSC effectively replaces natural colour, even with less distorted visualization according to BRISQUE, NIQUE and PIQE. In addition, the assignment of features in RGB channels enables the use of MFRSC in software that does not support colorization based on point attributes (most commercially available software). MFRSC can be combined with other non-photorealistic techniques such as Eye-Dome Lighting or Ambient Occlusion.Xunta de Galicia | Ref. ED481B-2019-061Xunta de Galicia | Ref. ED431F 2022/08Agencia Estatal de InvestigaciĂłn | Ref. PID2019-105221RB-C43Universidade de Vigo/CISU
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