81 research outputs found

    Dense light field coding: a survey

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    Light Field (LF) imaging is a promising solution for providing more immersive and closer to reality multimedia experiences to end-users with unprecedented creative freedom and flexibility for applications in different areas, such as virtual and augmented reality. Due to the recent technological advances in optics, sensor manufacturing and available transmission bandwidth, as well as the investment of many tech giants in this area, it is expected that soon many LF transmission systems will be available to both consumers and professionals. Recognizing this, novel standardization initiatives have recently emerged in both the Joint Photographic Experts Group (JPEG) and the Moving Picture Experts Group (MPEG), triggering the discussion on the deployment of LF coding solutions to efficiently handle the massive amount of data involved in such systems. Since then, the topic of LF content coding has become a booming research area, attracting the attention of many researchers worldwide. In this context, this paper provides a comprehensive survey of the most relevant LF coding solutions proposed in the literature, focusing on angularly dense LFs. Special attention is placed on a thorough description of the different LF coding methods and on the main concepts related to this relevant area. Moreover, comprehensive insights are presented into open research challenges and future research directions for LF coding.info:eu-repo/semantics/publishedVersio

    Large-Scale Light Field Capture and Reconstruction

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    This thesis discusses approaches and techniques to convert Sparsely-Sampled Light Fields (SSLFs) into Densely-Sampled Light Fields (DSLFs), which can be used for visualization on 3DTV and Virtual Reality (VR) devices. Exemplarily, a movable 1D large-scale light field acquisition system for capturing SSLFs in real-world environments is evaluated. This system consists of 24 sparsely placed RGB cameras and two Kinect V2 sensors. The real-world SSLF data captured with this setup can be leveraged to reconstruct real-world DSLFs. To this end, three challenging problems require to be solved for this system: (i) how to estimate the rigid transformation from the coordinate system of a Kinect V2 to the coordinate system of an RGB camera; (ii) how to register the two Kinect V2 sensors with a large displacement; (iii) how to reconstruct a DSLF from a SSLF with moderate and large disparity ranges. To overcome these three challenges, we propose: (i) a novel self-calibration method, which takes advantage of the geometric constraints from the scene and the cameras, for estimating the rigid transformations from the camera coordinate frame of one Kinect V2 to the camera coordinate frames of 12-nearest RGB cameras; (ii) a novel coarse-to-fine approach for recovering the rigid transformation from the coordinate system of one Kinect to the coordinate system of the other by means of local color and geometry information; (iii) several novel algorithms that can be categorized into two groups for reconstructing a DSLF from an input SSLF, including novel view synthesis methods, which are inspired by the state-of-the-art video frame interpolation algorithms, and Epipolar-Plane Image (EPI) inpainting methods, which are inspired by the Shearlet Transform (ST)-based DSLF reconstruction approaches

    Accurate dense depth from light field technology for object segmentation and 3D computer vision

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    Integrated navigation and visualisation for skull base surgery

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    Skull base surgery involves the management of tumours located on the underside of the brain and the base of the skull. Skull base tumours are intricately associated with several critical neurovascular structures making surgery challenging and high risk. Vestibular schwannoma (VS) is a benign nerve sheath tumour arising from one of the vestibular nerves and is the commonest pathology encountered in skull base surgery. The goal of modern VS surgery is maximal tumour removal whilst preserving neurological function and maintaining quality of life but despite advanced neurosurgical techniques, facial nerve paralysis remains a potentially devastating complication of this surgery. This thesis describes the development and integration of various advanced navigation and visualisation techniques to increase the precision and accuracy of skull base surgery. A novel Diffusion Magnetic Resonance Imaging (dMRI) acquisition and processing protocol for imaging the facial nerve in patients with VS was developed to improve delineation of facial nerve preoperatively. An automated Artificial Intelligence (AI)-based framework was developed to segment VS from MRI scans. A user-friendly navigation system capable of integrating dMRI and tractography of the facial nerve, 3D tumour segmentation and intraoperative 3D ultrasound was developed and validated using an anatomically-realistic acoustic phantom model of a head including the skull, brain and VS. The optical properties of five types of human brain tumour (meningioma, pituitary adenoma, schwannoma, low- and high-grade glioma) and nine different types of healthy brain tissue were examined across a wavelength spectrum of 400 nm to 800 nm in order to inform the development of an Intraoperative Hypserpectral Imaging (iHSI) system. Finally, functional and technical requirements of an iHSI were established and a prototype system was developed and tested in a first-in-patient study

    Gaze-Based Human-Robot Interaction by the Brunswick Model

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    We present a new paradigm for human-robot interaction based on social signal processing, and in particular on the Brunswick model. Originally, the Brunswick model copes with face-to-face dyadic interaction, assuming that the interactants are communicating through a continuous exchange of non verbal social signals, in addition to the spoken messages. Social signals have to be interpreted, thanks to a proper recognition phase that considers visual and audio information. The Brunswick model allows to quantitatively evaluate the quality of the interaction using statistical tools which measure how effective is the recognition phase. In this paper we cast this theory when one of the interactants is a robot; in this case, the recognition phase performed by the robot and the human have to be revised w.r.t. the original model. The model is applied to Berrick, a recent open-source low-cost robotic head platform, where the gazing is the social signal to be considered
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