668 research outputs found

    Multiview Autostereoscopic Displays

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    This report describes the different technologies used par the manufacturers of autostereoscopic displays which are also called 3D displays. It also presents some existing 3D displays as well as the problems of resampling inherent in this kind of display. Next, it introduces more particularly the NEWSIGHT 3D displays as well as the interleaving of 8 views used by this kind of 3D display. The implementation of this interleaving on the CPU and on the GPU (programmable graphic cards) is also described

    Liquid Crystal Microlenses for Autostereoscopic Displays

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    Three-dimensional vision has acquired great importance in the audiovisual industry in the past ten years. Despite this, the first generation of autostereoscopic displays failed to generate enough consumer excitement. Some reasons are little 3D content and performance issues. For this reason, an exponential increase in three-dimensional vision research has occurred in the last few years. In this review, a study of the historical impact of the most important technologies has been performed. This study is carried out in terms of research manuscripts per year. The results reveal that research on spatial multiplexing technique is increasing considerably and today is the most studied. For this reason, the state of the art of this technique is presented. The use of microlenses seems to be the most successful method to obtain autostereoscopic vision. When they are fabricated with liquid crystal materials, extended capabilities are produced. Among the numerous techniques for manufacturing liquid crystal microlenses, this review covers the most viable designs for its use in autostereoscopic displays. For this reason, some of the most important topologies and their relation with autostereoscopic displays are presented. Finally, the challenges in some recent applications, such as portable devices, and the future of three-dimensional displays based on liquid crystal microlenses are outlined.This work was supported in part by Ministerio de EconomĂ­a y Competitividad of Spain (grant No. TEC2013-47342-C2-2-R) and the R&D Program SINFOTON S2013/MIT-2790 of the Comunidad de Madrid

    A comparative study using an autostereoscopic display with augmented and virtual reality

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    Advances in display devices are facilitating the integration of stereoscopic visualization in our daily lives. However, autostereoscopic visualization has not been extensively exploited. In this paper, we present a system that combines Augmented Reality (AR) and autostereoscopic visualization. We also present the first study that compares different aspects using an autostereoscopic display with AR and VR, in which 39 children from 8 to 10 years old participated. In our study, no statistically significant differences were found between AR and VR. However, the scores were very high in nearly all of the questions, and the children also scored the AR version higher in all cases. Moreover, the children explicitly preferred the AR version (81%). For the AR version, a strong and significant correlation was found between the use of the autostereoscopic screen in games and seeing the virtual object on the marker. For the VR version, two strong and significant correlations were found. The first correlation was between the ease of play and the use of the rotatory controller. The second correlation was between depth perception and the game global score. Therefore, the combinations of AR and VR with autostereoscopic visualization are possibilities for developing edutainment systems for childrenThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02). We would like to thank the following for their contributions: AIJU, the "Escola d'Estiu" and especially Ignacio Segui, Juan Cano, Miguelon Gimenez, and Javier Irimia. This work would not have been possible without their collaboration. The ALF3D project (TIN2009-14103-03) for the autostereoscopic display. Roberto Vivo, Rafa Gaitan, Severino Gonzalez, and M. Jose Vicent, for their help. The children's parents who signed the agreement to allow their children to participate in the study. The children who participated in the study. The ETSInf for letting us use its facilities during the testing phase.Arino, J.; Juan Lizandra, MC.; Gil Gómez, JA.; Mollá Vayá, RP. (2014). A comparative study using an autostereoscopic display with augmented and virtual reality. Behaviour and Information Technology. 33(6):646-655. https://doi.org/10.1080/0144929X.2013.815277S646655336Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355Blum, T.et al. 2012. Mirracle: augmented reality in-situ visualization of human anatomy using a magic mirror.In: IEEE virtual reality workshops, 4–8 March 2012, Costa Mesa, CA, USA. Washington, DC: IEEE Computer Society, 169–170.Botden, S. M. B. I., Buzink, S. N., Schijven, M. P., & Jakimowicz, J. J. (2007). Augmented versus Virtual Reality Laparoscopic Simulation: What Is the Difference? World Journal of Surgery, 31(4), 764-772. doi:10.1007/s00268-006-0724-yChittaro, L., & Ranon, R. (2007). 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S., Dodgson, N. A., Favalora, G. E., & Pockett, L. (2011). Three-Dimensional Displays: A Review and Applications Analysis. IEEE Transactions on Broadcasting, 57(2), 362-371. doi:10.1109/tbc.2011.2130930Ilgner, J. F. R., Kawai, T., Shibata, T., Yamazoe, T., & Westhofen, M. (2006). Evaluation of stereoscopic medical video content on an autostereoscopic display for undergraduate medical education. Stereoscopic Displays and Virtual Reality Systems XIII. doi:10.1117/12.647591Jeong, J.-S., Park, C., Kim, M., Oh, W.-K., & Yoo, K.-H. (2011). Development of a 3D Virtual Laboratory with Motion Sensor for Physics Education. Ubiquitous Computing and Multimedia Applications, 253-262. doi:10.1007/978-3-642-20975-8_28Jones, J. A., Swan, J. E., Singh, G., Kolstad, E., & Ellis, S. R. (2008). The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception. 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(2012). A time-sequential mutli-view autostereoscopic display without resolution loss using a multi-directional backlight unit and an LCD panel. Stereoscopic Displays and Applications XXIII. doi:10.1117/12.907793Livingston, M. A., Zanbaka, C., Swan, J. E., & Smallman, H. S. (s. f.). Objective measures for the effectiveness of augmented reality. IEEE Proceedings. VR 2005. Virtual Reality, 2005. doi:10.1109/vr.2005.1492798Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339-1353. doi:10.1016/j.compedu.2006.12.008Montgomery, D. J., Woodgate, G. J., Jacobs, A. M. S., Harrold, J., & Ezra, D. (2001). Performance of a flat-panel display system convertible between 2D and autostereoscopic 3D modes. Stereoscopic Displays and Virtual Reality Systems VIII. doi:10.1117/12.430813Morphew, M. E., Shively, J. R., & Casey, D. (2004). Helmet-mounted displays for unmanned aerial vehicle control. 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    Crosstalk measurement and mitigation for autostereoscopic displays

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    International audienceIn this paper we address the problem of crosstalk reduction for autostereoscopic displays. Crosstalk refers to the perception of one or more unwanted views in addition to the desired one. Specifically, the proposed approach consists of three different stages: a crosstalk measurement stage, where the crosstalk is modeled, a filter design stage, based on the results obtained out of the measurements, to mitigate the crosstalk effect, and a validation test carried out by means of subjective measurements performed in a controlled environment as recommended in ITU BT 500-11. Our analysis, synthesis, and subjective experiments are performed on the Alioscopy® display, which is a lenticular multiview display

    Joint view expansion and filtering for automultiscopic 3D displays

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    Multi-view autostereoscopic displays provide an immersive, glasses-free 3D viewing experience, but they require correctly filtered content from multiple viewpoints. This, however, cannot be easily obtained with current stereoscopic production pipelines. We provide a practical solution that takes a stereoscopic video as an input and converts it to multi-view and filtered video streams that can be used to drive multi-view autostereoscopic displays. The method combines a phase-based video magnification and an interperspective antialiasing into a single filtering process. The whole algorithm is simple and can be efficiently implemented on current GPUs to yield a near real-time performance. Furthermore, the ability to retarget disparity is naturally supported. Our method is robust and works well for challenging video scenes with defocus blur, motion blur, transparent materials, and specularities. We show that our results are superior when compared to the state-of-the-art depth-based rendering methods. Finally, we showcase the method in the context of a real-time 3D videoconferencing system that requires only two cameras.Quanta Computer (Firm)National Science Foundation (U.S.) (NSF IIS-1111415)National Science Foundation (U.S.) (NSF IIS-1116296

    Crosstalk in stereoscopic displays: A review

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    Crosstalk, also known as ghosting or leakage, is a primary factor in determining the image quality of stereoscopic three dimensional (3D) displays. In a stereoscopic display, a separate perspective view is presented to each of the observer’s two eyes in order to experience a 3D image with depth sensation. When crosstalk is present in a stereoscopic display, each eye will see a combination of the image intended for that eye, and some of the image intended for the other eye—making the image look doubled or ghosted. High levels of crosstalk can make stereoscopic images hard to fuse and lack fidelity, so it is important to achieve low levels of crosstalk in the development of high-quality stereoscopic displays. Descriptive and mathematical definitions of these terms are formalized and summarized. The mechanisms by which crosstalk occurs in different stereoscopic display technologies are also reviewed, including micropol 3D liquid crystal displays (LCDs), autostereoscopic (lenticular and parallax barrier), polarized projection, anaglyph, and time-sequential 3D on LCDs, plasma display panels and cathode ray tubes. Crosstalk reduction and crosstalk cancellation are also discussed along with methods of measuring and simulating crosstalk

    Visual perception of digital holograms on autostereoscopic displays

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    In digital holography we often capture optically a 3D scene and reconstruct the perspectives numerically. The reconstructions are routinely in the form of a 2D image slice, an extended focus image, or a depth map from a single perspective. These are fundamentally 2D (or at most 2.5D) representations and for some scenes are not certain to give the human viewer a clear perception of the 3D features encoded in the hologram (occlusions are not overcome, for example). As an intermediate measure towards a full-field optoelectronic display device, we propose to digitally process the holograms to allow them to be displayed on conventional autostereoscopic displays
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