638 research outputs found

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    Intraoperative Endoscopic Augmented Reality in Third Ventriculostomy

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    In neurosurgery, as a result of the brain-shift, the preoperative patient models used as a intraoperative reference change. A meaningful use of the preoperative virtual models during the operation requires for a model update. The NEAR project, Neuroendoscopy towards Augmented Reality, describes a new camera calibration model for high distorted lenses and introduces the concept of active endoscopes endowed with with navigation, camera calibration, augmented reality and triangulation modules

    Extracting field hockey player coordinates using a single wide-angle camera

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    In elite level sport, coaches are always trying to develop tactics to better their opposition. In a team sport such as field hockey, a coach must consider both the strengths and weaknesses of both their own team and that of the opposition to develop an effective tactic. Previous work has shown that spatiotemporal coordinates of the players are a good indicator of team performance, yet the manual extraction of player coordinates is a laborious process that is impractical for a performance analyst. Subsequently, the key motivation of this work was to use a single camera to capture two-dimensional position information for all players on a field hockey pitch. The study developed an algorithm to automatically extract the coordinates of the players on a field hockey pitch using a single wide-angle camera. This is a non-trivial problem that requires: 1. Segmentation and classification of a set of players that are relatively small compared to the image size, and 2. Transformation from image coordinates to world coordinates, considering the effects of the lens distortion due to the wide-angle lens. Subsequently the algorithm addressed these two points in two sub-algorithms: Player Feature Extraction and Reconstruct World Points. Player Feature Extraction used background subtraction to segment player blob candidates in the frame. 61% of blobs in the dataset were correctly segmented, while a further 15% were over-segmented. Subsequently a Convolutional Neural Network was trained to classify the contents of blobs. The classification accuracy on the test set was 85.9%. This was used to eliminate non-player blobs and reform over-segmented blobs. The Reconstruct World Points sub-algorithm transformed the image coordinates into world coordinates. To do so the intrinsic and extrinsic parameters were estimated using planar camera calibration. Traditionally the extrinsic parameters are optimised by minimising the projection error of a set of control points; it was shown that this calibration method is sub-optimal due to the extreme camera pose. Instead the extrinsic parameters were estimated by minimising the world reconstruction error. For a 1:100 scale model the median reconstruction error was 0.0043 m and the distribution of errors had an interquartile range of 0.0025 m. The Acceptable Error Rate, the percentage of points that were reconstructed with less than 0.005 m of error, was found to be 63.5%. The overall accuracy of the algorithm was assessed using the precision and the recall. It found that players could be extracted within 1 m of their ground truth coordinates with a precision of 75% and a recall of 66%. This is a respective improvement of 20% and 16% improvement on the state-of-the-art. However it also found that the likelihood of extraction decreases the further a player is from the camera, reducing to close to zero in parts of the pitch furthest from the camera. These results suggest that the developed algorithm is unsuitable to identify player coordinates in the extreme regions of a full field hockey pitch; however this limitation may be overcome by using multiple collocated cameras focussed on different regions of the pitch. Equally, the algorithm is sport agnostic, so could be used in a sport that uses a smaller pitch

    Spherical Image Processing for Immersive Visualisation and View Generation

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    This research presents the study of processing panoramic spherical images for immersive visualisation of real environments and generation of in-between views based on two views acquired. For visualisation based on one spherical image, the surrounding environment is modelled by a unit sphere mapped with the spherical image and the user is then allowed to navigate within the modelled scene. For visualisation based on two spherical images, a view generation algorithm is developed for modelling an indoor manmade environment and new views can be generated at an arbitrary position with respect to the existing two. This allows the scene to be modelled using multiple spherical images and the user to move smoothly from one sphere mapped image to another one by going through in-between sphere mapped images generated

    Evaluating 3D pointing techniques

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    "This dissertation investigates various issues related to the empirical evaluation of 3D pointing interfaces. In this context, the term ""3D pointing"" is appropriated from analogous 2D pointing literature to refer to 3D point selection tasks, i.e., specifying a target in three-dimensional space. Such pointing interfaces are required for interaction with virtual 3D environments, e.g., in computer games and virtual reality. Researchers have developed and empirically evaluated many such techniques. Yet, several technical issues and human factors complicate evaluation. Moreover, results tend not to be directly comparable between experiments, as these experiments usually use different methodologies and measures. Based on well-established methods for comparing 2D pointing interfaces this dissertation investigates different aspects of 3D pointing. The main objective of this work is to establish methods for the direct and fair comparisons between 2D and 3D pointing interfaces. This dissertation proposes and then validates an experimental paradigm for evaluating 3D interaction techniques that rely on pointing. It also investigates some technical considerations such as latency and device noise. Results show that the mouse outperforms (between 10% and 60%) other 3D input techniques in all tested conditions. Moreover, a monoscopic cursor tends to perform better than a stereo cursor when using stereo display, by as much as 30% for deep targets. Results suggest that common 3D pointing techniques are best modelled by first projecting target parameters (i.e., distance and size) to the screen plane.

    Calibration of non-conventional imaging systems

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    Remote estimation of target height using unmanned air vehicles (UAVs)

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    Dissertation presented as partial requirement for obtaining the Master’s degree in Information Management, with a specialization in Business Intelligence and Knowledge ManagementEstimation of target height from videos is used for several applications, such as monitoring agricultural plants growth or, within surveillance scenarios, supporting the identification of persons of interest. Several studies have been conducted in this domain but, in almost all the cases, only fixed cameras were considered. Nowadays, lightweight UAVs are often employed for remote monitoring and surveillance activities due to their mobility capacity and freedom for camera orientation. This paper focuses on how the height could be swiftly performed with a gimballed camera installed into a UAV using a pinhole camera model after camera calibration and image distortion compensation. The model is tailored for UAV applications outdoor and generalized for any camera orientations defined by Euler angles. The procedure was tested with real data collected with a regular-market lightweight quad-copter. The data collected was also used to make an uncertainty analysis associated with the estimation. Finally, since the height of a person who is not standing perfectly vertical can be derived by relationships between body parts or human face features ratio, this paper proposes to retrieve the pixel spacing measured along the vertical target, called here Vertical Sample Distance (VSD), to quickly measure vertical sub-portions of the target

    Spherical image processing for immersive visualisation and view generation

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    This research presents the study of processing panoramic spherical images for immersive visualisation of real environments and generation of in-between views based on two views acquired. For visualisation based on one spherical image, the surrounding environment is modelled by a unit sphere mapped with the spherical image and the user is then allowed to navigate within the modelled scene. For visualisation based on two spherical images, a view generation algorithm is developed for modelling an indoor manmade environment and new views can be generated at an arbitrary position with respect to the existing two. This allows the scene to be modelled using multiple spherical images and the user to move smoothly from one sphere mapped image to another one by going through in-between sphere mapped images generated.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Autonomous Quadcopter Videographer

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    In recent years, the interest in quadcopters as a robotics platform for autonomous photography has increased. This is due to their small size and mobility, which allow them to reach places that are difficult or even impossible for humans. This thesis focuses on the design of an autonomous quadcopter videographer, i.e. a quadcopter capable of capturing good footage of a specific subject. In order to obtain this footage, the system needs to choose appropriate vantage points and control the quadcopter. Skilled human videographers can easily spot good filming locations where the subject and its actions can be seen clearly in the resulting video footage, but translating this knowledge to a robot can be complex. We present an autonomous system implemented on a commercially available quadcopter that achieves this using only the monocular information and an accelerometer. Our system has two vantage point selection strategies: 1) a reactive approach, which moves the robot to a fixed location with respect to the human and 2) the combination of the reactive approach and a POMDP planner that considers the target\u27s movement intentions. We compare the behavior of these two approaches under different target movement scenarios. The results show that the POMDP planner obtains more stable footage with less quadcopter motion
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