103 research outputs found

    Stereoscopic Medical Data Video Quality Issues

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    Stereoscopic medical videos are recorded, e.g., in stereo endoscopy or during video recording medical/dental operations. This paper examines quality issues in the recorded stereoscopic medical videos, as insufficient quality may induce visual fatigue to doctors. No attention has been paid to stereo quality and ensuing fatigue issues in the scientific literature so far. Two of the most commonly encountered quality issues in stereoscopic data, namely stereoscopic window violations and bent windows, were searched for in stereo endoscopic medical videos. Furthermore, an additional stereo quality issue encountered in dental operation videos, namely excessive disparity, was detected and fixed. The conducted experiments prove the existence of such quality issues in stereoscopic medical data and highlight the need for their detection and correction

    Stereoscopic video description for key-frame extraction in movie summarization

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    Multimodal Stereoscopic Movie Summarization Conforming to Narrative Characteristics

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    Video summarization is a timely and rapidly developing research field with broad commercial interest, due to the increasing availability of massive video data. Relevant algorithms face the challenge of needing to achieve a careful balance between summary compactness, enjoyability, and content coverage. The specific case of stereoscopic 3D theatrical films has become more important over the past years, but not received corresponding research attention. In this paper, a multi-stage, multimodal summarization process for such stereoscopic movies is proposed, that is able to extract a short, representative video skim conforming to narrative characteristics from a 3D film. At the initial stage, a novel, low-level video frame description method is introduced (frame moments descriptor) that compactly captures informative image statistics from luminance, color, optical flow, and stereoscopic disparity video data, both in a global and in a local scale. Thus, scene texture, illumination, motion, and geometry properties may succinctly be contained within a single frame feature descriptor, which can subsequently be employed as a building block in any key-frame extraction scheme, e.g., for intra-shot frame clustering. The computed key-frames are then used to construct a movie summary in the form of a video skim, which is post-processed in a manner that also considers the audio modality. The next stage of the proposed summarization pipeline essentially performs shot pruning, controlled by a user-provided shot retention parameter, that removes segments from the skim based on the narrative prominence of movie characters in both the visual and the audio modalities. This novel process (multimodal shot pruning) is algebraically modeled as a multimodal matrix column subset selection problem, which is solved using an evolutionary computing approach. Subsequently, disorienting editing effects induced by summarization are dealt with, through manipulation of the video skim. At the last step, the skim is suitably post-processed in order to reduce stereoscopic video defects that may cause visual fatigue

    Stereoscopic Cinema

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    International audienceStereoscopic cinema has seen a surge of activity in recent years, and for the first time all of the major Hollywood studios released 3-D movies in 2009. This is happening alongside the adoption of 3-D technology for sports broadcasting, and the arrival of 3-D TVs for the home. Two previous attempts to introduce 3-D cinema in the 1950s and the 1980s failed because the contemporary technology was immature and resulted in viewer discomfort. But current technologies – such as accurately-adjustable 3-D camera rigs with onboard computers to automatically inform a camera operator of inappropriate stereoscopic shots, digital processing for post-shooting rectification of the 3-D imagery, digital projectors for accurate positioning of the two stereo projections on the cinema screen, and polarized silver screens to reduce cross-talk between the viewers left- and right-eyes – mean that the viewer experience is at a much higher level of quality than in the past. Even so, creation of stereoscopic cinema is an open, active research area, and there are many challenges from acquisition to post-production to automatic adaptation for different-sized display. This chapter describes the current state-of-the-art in stereoscopic cinema, and directions of future work

    Stereo-video inpainting

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    Eye tracking in optometry: A systematic review

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    This systematic review examines the use of eye-tracking devices in optometry, describing their main characteristics, areas of application and metrics used. Using the PRISMA method, a systematic search was performed of three databases. The search strategy identified 141 reports relevant to this topic, indicating the exponential growth over the past ten years of the use of eye trackers in optometry. Eye-tracking technology was applied in at least 12 areas of the field of optometry and rehabilitation, the main ones being optometric device technology, and the assessment, treatment, and analysis of ocular disorders. The main devices reported on were infrared light-based and had an image capture frequency of 60 Hz to 2000 Hz. The main metrics mentioned were fixations, saccadic movements, smooth pursuit, microsaccades, and pupil variables. Study quality was sometimes limited in that incomplete information was provided regarding the devices used, the study design, the methods used, participants' visual function and statistical treatment of data. While there is still a need for more research in this area, eye-tracking devices should be more actively incorporated as a useful tool with both clinical and research applications. This review highlights the robustness this technology offers to obtain objective information about a person's vision in terms of optometry and visual function, with implications for improving visual health services and our understanding of the vision process

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    Система оцінки глибини зображення за потоковим відео

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    Робота публікується згідно наказу ректора від 27.05.2021 р. №311/од "Про розміщення кваліфікаційних робіт вищої освіти в репозиторії університету". Керівник дипломної роботи: к.т.н., старший викладач кафедри авіаційних комп’ютерно-інтегрованих комплексів, Василенко Микола ПавловичToday, the tasks of computer vision are becoming very relevant, more and more people are automating work in production due to some kind of software processes and machine devices, which can make job easier or more accurate. Based on this, it was decided to consider in detail the problem of stereo vision without using neural networks, or other more complex methods, since their use required costly methods of training, setting and controlling parameters. The main task was to create a mechanism taking into account the price and quality, due to the fact that there is no cheap analogue on the internet market, which was suitable for the task of simple recognition of 3D scenes and made it possible to analyze the environment in which it is located, namely, to find out at what distance objects are located, what is their size, and so on. In the course of the work, the method of using two web cameras was chosen, which were configured and calibrated for the task of stereo vision. The conditions of projective geometry and the relationship between the two cameras are also considered, since without this, the operation of the main algorithm of the work could not be successful at all. An algorithm and program have been created for the device to operate in streaming mode, which allows directly know the exact characteristics in LIVE video mode.Сьогодні завдання комп’ютерного зору стають дуже актуальними, все більше людей автоматизують роботу на виробництві завдяки якимсь програмним процесам та машинним пристроям, які можуть полегшити роботу або зробити її більш точною. З цього приводу було вирішено детально розглянути проблему стереозору без використання нейронних мереж або інших більш складних методів, оскільки їх використання вимагало дорогих методів навчання, встановлення та контролю параметрів. Основним завданням було створити механізм з урахуванням ціни та якості, завдяки тому, що на Інтернет-ринку немає дешевого аналога, який був би придатним для завдання простого розпізнавання тривимірних сцен і дав можливість аналізувати середовище, в якому він знаходиться, а саме з’ясувати, на якій відстані знаходяться об’єкти, який їх розмір тощо. В ході роботи було обрано метод використання двох веб-камер, які були налаштовані та відкалібровані для завдання стерео зору. Також розглядаються умови проективної геометрії та взаємозв'язок між двома камерами, оскільки без цього робота основного алгоритму роботи взагалі не могла б бути успішною. Створено алгоритм та програму для роботи пристрою в потоковому режимі, що дозволяє безпосередньо знати точні характеристики в режимі LIVE video
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