8 research outputs found

    Comfort-driven disparity adjustment for stereoscopic video

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    Pixel disparity—the offset of corresponding pixels between left and right views—is a crucial parameter in stereoscopic three-dimensional (S3D) video, as it determines the depth perceived by the human visual system (HVS). Unsuitable pixel disparity distribution throughout an S3D video may lead to visual discomfort. We present a unified and extensible stereoscopic video disparity adjustment framework which improves the viewing experience for an S3D video by keeping the perceived 3D appearance as unchanged as possible while minimizing discomfort. We first analyse disparity and motion attributes of S3D video in general, then derive a wide-ranging visual discomfort metric from existing perceptual comfort models. An objective function based on this metric is used as the basis of a hierarchical optimisation method to find a disparity mapping function for each input video frame. Warping-based disparity manipulation is then applied to the input video to generate the output video, using the desired disparity mappings as constraints. Our comfort metric takes into account disparity range, motion, and stereoscopic window violation; the framework could easily be extended to use further visual comfort models. We demonstrate the power of our approach using both animated cartoons and real S3D videos

    Modeling and optimizing eye vergence response to stereoscopic cuts

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    Sudden temporal depth changes, such as cuts that are introduced by video edits, can significantly degrade the quality of stereoscopic content. Since usually not encountered in the real world, they are very challenging for the audience. This is because the eye vergence has to constantly adapt to new disparities in spite of conflicting accommodation requirements. Such rapid disparity changes may lead to confusion, reduced understanding of the scene, and overall attractiveness of the content. In most cases the problem cannot be solved by simply matching the depth around the transition, as this would require flattening the scene completely. To better understand this limitation of the human visual system, we conducted a series of eye-tracking experiments. The data obtained allowed us to derive and evaluate a model describing adaptation of vergence to disparity changes on a stereoscopic display. Besides computing user-specific models, we also estimated parameters of an average observer model. This enables a range of strategies for minimizing the adaptation time in the audience.National Science Foundation (U.S.) (IIS-1111415)National Science Foundation (U.S.) (IIS-1116296

    Depth, shading, and stylization in stereoscopic cinematography

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    Due to the constantly increasing focus of the entertainment industry on stereoscopic imaging, techniques and tools that enable precise control over the depth impression and help to overcome limitations of the current stereoscopic hardware are gaining in importance. In this dissertation, we address selected problems encountered during stereoscopic content production, with a particular focus on stereoscopic cinema. First, we consider abrupt changes of depth, such as those induced by cuts in films. We derive a model predicting the time the visual system needs to adapt to such changes and propose how to employ this model for film cut optimization. Second, we tackle the issue of discrepancies between the two views of a stereoscopic image due to view-dependent shading of glossy materials. The suggested solution eliminates discomfort caused by non-matching specular highlights while preserving the perception of gloss. Last, we deal with the problem of filmgrainmanagement in stereoscopic productions and propose a new method for film grain application that reconciles visual comfort with the idea of medium-scene separation.Aufgrund der ständig steigenden Beachtung der stereoskopische Abbildung durch die Unterhaltungsindustrie, gewinnen Techniken und Werkzeuge an Bedeutung, die eine präzise Steuerung der Tiefenwahrnehmung ermöglichen und Einschränkungen der gegenwärtigen stereoskopischen Geräte überwinden. In dieser Dissertation adressieren wir ausgewählte Probleme, die während der Erzeugung von stereoskopischen Inhalten auftreten, mit besonderem Schwerpunkt auf der stereoskopischen Kinematographie. Zuerst betrachten wir abrupte Tiefenänderungen, wie sie durch Filmschnitte hervergerufen werden. Wir leiten ein Modell her, das die Zeit vorhersagt, die für das menschliche Sehsystem notwendig ist, um sich an solche Änderungen der Tiefe zu adaptieren, und schlagen vor wie dieses Modell für Schnittoptimierung angewendet werden kann. Danach gehen wir das Problem der Unstimmigkeiten zwischen den zwei Ansichten eines stereoskopischen Bildes, infolge der sichtabhängigen Schattierung von glänzenden Materialien, an. Die vorgeschlagene Lösung eliminiert das visuelle Unbehagen, welches von nicht zusammenpassenden Glanzlichtern verursacht wird, indessen bewahrt sie die Glanzwahrnehmung. Zuletzt behandeln wir das Problem des Filmkornsmanagements in stereoskopischen Produktionen und schlagen eine neue Methode für das Hinzufügen vom Filmkorn vor, die die visuelle Behaglichkeit mit der Idee der Medium-Szenen-Trennung in Einklang bringt

    Contributions to virtual reality

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    153 p.The thesis contributes in three Virtual Reality areas: Âż Visual perception: a calibration algorithm is proposed to estimate stereo projection parameters in head-mounted displays, so that correct shapes and distances can be perceived, and calibration and control procedures are proposed to obtain desired accommodation stimuli at different virtual distances.Âż Immersive scenarios: the thesis analyzes several use cases demanding varying degrees of immersion and special, innovative visualization solutions are proposed to fulfil their requirements. Contributions focus on machinery simulators, weather radar volumetric visualization and manual arc welding simulation.Âż Ubiquitous visualization: contributions are presented to scenarios where users access interactive 3D applications remotely. The thesis follows the evolution of Web3D standards and technologies to propose original visualization solutions for volume rendering of weather radar data, e-learning on energy efficiency, virtual e-commerce and visual product configurators

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    Human factors in the perception of stereoscopic images

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    Research into stereoscopic displays is largely divided into how stereo 3D content looks, a field concerned with distortion, and how such content feels to the viewer, that is, comfort. However, seldom are these measures presented simultaneously. Both comfortable displays with unacceptable 3D and uncomfortable displays with great 3D are undesirable. These two scenarios can render conclusions based on research into these measures both moot and impractical. Furthermore, there is a consensus that more disparity correlates directly with greater viewer discomfort. These experiments, and the dissertation thereof, challenge this notion and argue for a more nuanced argument related to acquisition factors such as interaxial distance (IA) and post processing in the form of horizontal image translation (HIT). Indeed, this research seeks to measure tolerance limits for viewing comfort and perceptual distortions across different camera separations. In the experiments, HIT and IA were altered together. Following Banks et al. (2009), our stimuli were simple stereoscopic hinges, and we measured the perceived angle as a function of camera separation. We compared the predictions based on a ray-tracing model with the perceived 3D shape obtained psychophysically. Participants were asked to judge the angles of 250 hinges at different camera separations (IA and HIT remained linked across a 20 to 100mm range, but the angles ranged between 50° and 130°). In turn, comfort data was obtained using a five-point Likert scale for each trial. Stimuli were presented in orthoscopic conditions with screen and observer field of view (FOV) matched at 45°. The 3D hinge and experimental parameters were run across three distinct series of experiments. The first series involved replicating a typical laboratory scenario where screen position was unchanged (Experiment I), the other presenting scenarios representative of real-world applications for a single viewer (Experiments II, III, and IV), and the last presenting real-world applications for multiple viewers (Experiment V). While the laboratory scenario revealed greatest viewer comfort occurred when a virtual hinge was placed on the screen plane, the single-viewer experiment revealed into-the-screen stereo stimuli was judged flatter while out-of-screen content was perceived more veridically. The multi-viewer scenario revealed a marked decline in comfort for off-axis viewing, but no commensurate effect on distortion; importantly, hinge angles were judged as being the same regardless of off-axis viewing for angles of up to 45. More specifically, the main results are as follows. 1) Increased viewing distance enhances viewer comfort for stereoscopic perception. 2) The amount of disparity present was not correlated with comfort. Comfort is not correlated with angular distortion. 3) Distortion is affected by hinge placement on-screen. There is only a significant effect on comfort when the Camera Separation is at 60mm. 4) A perceptual bias between into the depth orientation of the screen stimuli, in to the screen stimuli were judged as flatter than out of the screen stimuli. 5) Perceived distortion not being affected by oblique viewing. Oblique viewing does not affect perceived comfort. In conclusion, the laboratory experiment highlights the limitations of extrapolating a controlled empirical stimulus into a less controlled “real world” environment. The typical usage scenarios consistently reveal no correlation between the amount of screen disparity (parallax) in the stimulus and the comfort rating. The final usage scenario reveals a perceptual constancy in off-axis viewer conditions for angles of up to 45, which, as reported, is not reflected by a typical ray-tracing model. Stereoscopic presentation with non-orthoscopic HIT may give comfortable 3D. However, there is good reason to believe that this 3D is not being perceived veridically. Comfortable 3D is often incorrectly converged due to the differences between distances specified by disparity and monocular cues. This conflict between monocular and stereo cues in the presentation of S3D content leads to loss of veridicality i.e. a perception of flatness. Therefore, correct HIT is recommended as the starting point for creating realistic and comfortable 3D, and this factor is shown by data to be far more important than limiting screen disparity (i.e. parallax). Based on these findings, this study proposes a predictive model of stereoscopic space for 3D content generators who require flexibility in acquisition parameters. This is important as there is no data for viewing conditions where the acquisition parameters are changed
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