339 research outputs found
Stereoscopic high dynamic range imaging
Two modern technologies show promise to dramatically increase immersion in
virtual environments. Stereoscopic imaging captures two images representing
the views of both eyes and allows for better depth perception. High dynamic
range (HDR) imaging accurately represents real world lighting as opposed to
traditional low dynamic range (LDR) imaging. HDR provides a better contrast
and more natural looking scenes. The combination of the two technologies in
order to gain advantages of both has been, until now, mostly unexplored due to
the current limitations in the imaging pipeline. This thesis reviews both fields,
proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the
challenges that need to be resolved to enable SHDR and focuses on capture and
compression aspects of that pipeline.
The problems of capturing SHDR images that would potentially require two
HDR cameras and introduce ghosting, are mitigated by capturing an HDR and
LDR pair and using it to generate SHDR images. A detailed user study compared
four different methods of generating SHDR images. Results demonstrated that
one of the methods may produce images perceptually indistinguishable from the
ground truth.
Insights obtained while developing static image operators guided the design
of SHDR video techniques. Three methods for generating SHDR video from an
HDR-LDR video pair are proposed and compared to the ground truth SHDR
videos. Results showed little overall error and identified a method with the least
error.
Once captured, SHDR content needs to be efficiently compressed. Five SHDR
compression methods that are backward compatible are presented. The proposed
methods can encode SHDR content to little more than that of a traditional single
LDR image (18% larger for one method) and the backward compatibility property
encourages early adoption of the format.
The work presented in this thesis has introduced and advanced capture and
compression methods for the adoption of SHDR imaging. In general, this research
paves the way for a novel field of SHDR imaging which should lead to improved
and more realistic representation of captured scenes
Duchamp's Erotic Stereoscopic Exercises
This article explores certain links between medicine and art, with regard to their use of stereoscopy. I highlight a work by the artist Marcel Duchamp (the ready-made Stéréoscopie a la Main) and stereoscopic cards used in ophthalmic medicine. Both instances involve the drawing of graphic marks over previously existing stereoscopic cards. This similarity between Stéréoscopie a la Main and stereoscopic cards is echoed in the form of "stereoscopic exercises." Stereoscopic exercises were prescribed by doctors to be performed with the stereoscope as early as 1864. Stereoscopic cards were widely diffused in the 19th century, often promoted as "stay-at-home travel." It was over such kinds of materials that both Marcel Duchamp and doctors of ophthalmic medicine drew their graphic marks. I explore Duchamp's Stéréoscopie a la Main as a hypothetical basis for stereoscopic exercises of different types, proposing that this rectified ready-made is the locus for erotic stereoscopic exercises.Este artigo busca explorar certos elos entre a medicina e a arte por meio da estereoscopia. Destaca-se uma obra do artista Marcel Duchamp (o ready-made Stéréoscopie a la Main) e cartões estereoscópicos usados na oftalmologia. As duas instâncias envolvem o desenho de marcas gráficas sobre cartões estereoscópicos pré-existentes. A similaridade entre Stéréoscopie a la Main e os ditos cartões ecoa também na forma dos exercícios estereoscópicos. O cartão estereoscópico foi amplamente difundido na segunda metade do séc. XIX, frequentemente na forma da "viagem sem sair de casa." Foi sobre esse tipo de material que tanto médicos quanto Marcel Duchamp desenharam suas marcas. Explora-se a obra Stéréoscopie a la Main como um sítio hipotético para uma espécie de exercício, propondo que tal ready-made retificado seja um lugar para exercícios estereoscópicos eróticos
Efficient rendering for three-dimensional displays
This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs.
The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor.
Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints.
Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naïve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed
An assessment model and implementation of stereo image quality
In the past decade, many display hardware manufacturers have initiated research into the construction of stereo display devices. Currently, the use of such displays is limited to the computer-aided design; research, military and medical applications. However, it is anticipated that as display hardware becomes cheaper, gaming companies and desktop application software developers will realise the potential of using stereo to provide more realistic user experiences. To provide realistic stereo user experience it is necessary to utilise good quality stereo images in addition to suitable hardware. The growth of the Internet has resulted in an increase in the availability of stereo images. However, most have been captured using uncontrolled procedures and have questionable quality. The quality of stereo images is important since the viewing of poor quality stereo images can result in adverse viewing effects. A formal definition of stereo quality has not been achieved in current day research. This means that the factors which cause a stereo image to be perceived as poor quality have not been defined nor is a system available to detect its occurrence. This thesis attempts to address this problem by postulating a definition of stereo image quality based on detecting level of excess disparity levels, intensity differences and the occurrence of frame cancellation. An implementation system able to detect these identified factors is discussed and formulated. The developed system is utilised to test 14 stereo images of varying quality levels. The results of these tests are reported and are used to evaluated and refine the system. Using this image analysis, benchmarks for natural intensity difference in images, changes due to JPEG compression and comparisons with generated and ground truth disparity maps are formulated. Additionally, a
A comparative study of stereo-dependent SSVEP targets and their impact on VR-BCI performance
Steady-state visual evoked potential brain-computer interfaces (SSVEP-BCI) have attracted significant attention due to their ease of deployment and high performance in terms of information transfer rate (ITR) and accuracy, making them a promising candidate for integration with consumer electronics devices. However, as SSVEP characteristics are directly associated with visual stimulus attributes, the influence of stereoscopic vision on SSVEP as a critical visual attribute has yet to be fully explored. Meanwhile, the promising combination of virtual reality (VR) devices and BCI applications is hampered by the significant disparity between VR environments and traditional 2D displays. This is not only due to the fact that screen-based SSVEP generally operates under static, stable conditions with simple and unvaried visual stimuli but also because conventional luminance-modulated stimuli can quickly induce visual fatigue. This study attempts to address these research gaps by designing SSVEP paradigms with stereo-related attributes and conducting a comparative analysis with the traditional 2D planar paradigm under the same VR environment. This study proposed two new paradigms: the 3D paradigm and the 3D-Blink paradigm. The 3D paradigm induces SSVEP by modulating the luminance of spherical targets, while the 3D-Blink paradigm employs modulation of the spheres' opacity instead. The results of offline 4-object selection experiments showed that the accuracy of 3D and 2D paradigm was 85.67 and 86.17% with canonical correlation analysis (CCA) and 86.17 and 91.73% with filter bank canonical correlation analysis (FBCCA), which is consistent with the reduction in the signal-to-noise ratio (SNR) of SSVEP harmonics for the 3D paradigm observed in the frequency-domain analysis. The 3D-Blink paradigm achieved 75.00% of detection accuracy and 27.02 bits/min of ITR with 0.8 seconds of stimulus time and task-related component analysis (TRCA) algorithm, demonstrating its effectiveness. These findings demonstrate that the 3D and 3D-Blink paradigms supported by VR can achieve improved user comfort and satisfactory performance, while further algorithmic optimization and feature analysis are required for the stereo-related paradigms. In conclusion, this study contributes to a deeper understanding of the impact of binocular stereoscopic vision mechanisms on SSVEP paradigms and promotes the application of SSVEP-BCI in diverse VR environments
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 “Consistency Post-screening, are further used. The final depth maps generated from the available integral image data have achieved very good visual effects
Volumetric Monitoring and Modeling of Indoor Air Pollutant Dispersion by the Use of 3D Particle Tracking Velocimetry
International audienc
Recommended from our members
Holoscopic 3D image depth estimation and segmentation techniques
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonToday’s 3D imaging techniques offer significant benefits over conventional 2D imaging techniques. The presence of natural depth information in the scene affords the observer an overall improved sense of reality and naturalness. A variety of systems attempting to reach this goal have been designed by many independent research groups, such as stereoscopic and auto-stereoscopic systems. Though the images displayed by such systems tend to cause eye strain, fatigue and headaches after prolonged viewing as users are required to focus on the screen plane/accommodation to converge their eyes to a point in space in a different plane/convergence. Holoscopy is a 3D technology that targets overcoming the above limitations of current 3D technology and was recently developed at Brunel University. This work is part W4.1 of the 3D VIVANT project that is funded by the EU under the ICT program and coordinated by Dr. Aman Aggoun at Brunel University, West London, UK. The objective of the work described in this thesis is to develop estimation and segmentation techniques that are capable of estimating precise 3D depth, and are applicable for holoscopic 3D imaging system. Particular emphasis is given to the task of automatic techniques i.e. favours algorithms with broad generalisation abilities, as no constraints are placed on the setting. Algorithms that provide invariance to most appearance based variation of objects in the scene (e.g. viewpoint changes, deformable objects, presence of noise and changes in lighting). Moreover, have the ability to estimate depth information from both types of holoscopic 3D images i.e. Unidirectional and Omni-directional which gives horizontal parallax and full parallax (vertical and horizontal), respectively. The main aim of this research is to develop 3D depth estimation and 3D image segmentation techniques with great precision. In particular, emphasis on automation of thresholding techniques and cues identifications for development of robust algorithms. A method for depth-through-disparity feature analysis has been built based on the existing correlation between the pixels at a one micro-lens pitch which has been exploited to extract the viewpoint images (VPIs). The corresponding displacement among the VPIs has been exploited to estimate the depth information map via setting and extracting reliable sets of local features. ii Feature-based-point and feature-based-edge are two novel automatic thresholding techniques for detecting and extracting features that have been used in this approach. These techniques offer a solution to the problem of setting and extracting reliable features automatically to improve the performance of the depth estimation related to the generalizations, speed and quality. Due to the resolution limitation of the extracted VPIs, obtaining an accurate 3D depth map is challenging. Therefore, sub-pixel shift and integration is a novel interpolation technique that has been used in this approach to generate super-resolution VPIs. By shift and integration of a set of up-sampled low resolution VPIs, the new information contained in each viewpoint is exploited to obtain a super resolution VPI. This produces a high resolution perspective VPI with wide Field Of View (FOV). This means that the holoscopic 3D image system can be converted into a multi-view 3D image pixel format. Both depth accuracy and a fast execution time have been achieved that improved the 3D depth map. For a 3D object to be recognized the related foreground regions and depth information map needs to be identified. Two novel unsupervised segmentation methods that generate interactive depth maps from single viewpoint segmentation were developed. Both techniques offer new improvements over the existing methods due to their simple use and being fully automatic; therefore, producing the 3D depth interactive map without human interaction. The final contribution is a performance evaluation, to provide an equitable measurement for the extent of the success of the proposed techniques for foreground object segmentation, 3D depth interactive map creation and the generation of 2D super-resolution viewpoint techniques. The no-reference image quality assessment metrics and their correlation with the human perception of quality are used with the help of human participants in a subjective manner
Perceptually Optimized Visualization on Autostereoscopic 3D Displays
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
- …