62 research outputs found
Quality index for stereoscopic images by jointly evaluating cyclopean amplitude and cyclopean phase
With widespread applications of three-dimensional (3-D) technology, measuring quality of experience for 3-D multimedia content plays an increasingly important role. In this paper, we propose a full reference stereo image quality assessment (SIQA) framework which focuses on the innovation of binocular visual properties and applications of low-level features. On one hand, based on the fact that human visual system understands an image mainly according to its low-level features, local phase and local amplitude extracted from phase congruency measurement are employed as primary features. Considering the less prominent performance of amplitude in IQA, visual saliency is applied into the modification on amplitude. On the other hand, by fully considering binocular rivalry phenomena, we create the cyclopean amplitude map and cyclopean phase map. With this method, both image features and binocular visual properties are mutually combined with each other. Meanwhile, a novel binocular modulation function in spatial domain is also adopted into the overall quality prediction of amplitude and phase. Extensive experiments demonstrate that the proposed framework achieves higher consistency with subjective tests than relevant SIQA metrics
The assessment of visual behaviour and depth perception in surgery
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Naturalistic depth perception and binocular vision
Humans continuously move both their eyes to redirect their foveae to objects at new depths. To correctly execute these complex combinations of saccades, vergence eye movements and accommodation changes, the visual system makes use of multiple sources of depth information, including binocular disparity and defocus. Furthermore, during development, both fine-tuning of oculomotor control as well as correct eye growth are likely driven by complex interactions between eye movements, accommodation, and the distributions of defocus and depth information across the retina. I have employed photographs of natural scenes taken with a commercial plenoptic camera to examine depth perception while varying perspective, blur and binocular disparity. Using a gaze contingent display with these natural images, I have shown that disparity and peripheral blur interact to modify eye movements and facilitate binocular fusion. By decoupling visual feedback for each eye, I have found it possible to induces both conjugate and disconjugate changes in saccadic adaptation, which helps us understand to what degree the eyes can be individually controlled. To understand the aetiology of myopia, I have developed geometric models of emmetropic and myopic eye shape, from which I have derived psychophysically testable predictions about visual function. I have then tested the myopic against the emmetropic visual system and have found that some aspects of visual function decrease in the periphery at a faster rate in best-corrected myopic observers than in emmetropes. To study the effects of different depth cues on visual development, I have investigated accommodation response and sensitivity to blur in normal and myopic subjects. This body of work furthers our understanding of oculomotor control and 3D perception, has applied implications regarding discomfort in the use of virtual reality, and provides clinically relevant insights regarding the development of refractive error and potential approaches to prevent incorrect emmetropization
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
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Camera positioning for 3D panoramic image rendering
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University London.Virtual camera realisation and the proposition of trapezoidal camera architecture are the two broad contributions of this thesis. Firstly, multiple camera and their arrangement constitute a critical component which affect the integrity of visual content acquisition for multi-view video. Currently, linear, convergence, and divergence arrays are the prominent camera topologies adopted. However, the large number of cameras required and their synchronisation are two of prominent challenges usually encountered. The use of virtual cameras can significantly reduce the number of physical cameras used with respect to any of the known
camera structures, hence adequately reducing some of the other implementation issues. This thesis explores to use image-based rendering with and without geometry in the implementations leading to the realisation of virtual cameras. The virtual camera implementation was carried out from the perspective of depth map (geometry) and use of multiple image samples (no geometry). Prior to the virtual camera realisation, the generation of depth map was investigated using region match measures widely known for solving image point correspondence problem. The constructed depth maps have been compare with the ones generated
using the dynamic programming approach. In both the geometry and no geometry approaches, the virtual cameras lead to the rendering of views from a textured depth map, construction of 3D panoramic image of a scene by stitching multiple image samples and performing superposition on them, and computation
of virtual scene from a stereo pair of panoramic images. The quality of these rendered images were assessed through the use of either objective or subjective analysis in Imatest software. Further more, metric reconstruction of a scene was performed by re-projection of the pixel points from multiple image samples with
a single centre of projection. This was done using sparse bundle adjustment algorithm. The statistical summary obtained after the application of this algorithm provides a gauge for the efficiency of the optimisation step. The optimised data was then visualised in Meshlab software environment, hence providing the reconstructed scene. Secondly, with any of the well-established camera arrangements, all cameras are usually constrained to the same horizontal plane. Therefore, occlusion becomes an extremely challenging problem, and a robust camera set-up is required in order to resolve strongly the hidden part of any scene objects.
To adequately meet the visibility condition for scene objects and given that occlusion of the same scene objects can occur, a multi-plane camera structure is highly desirable. Therefore, this thesis also explore trapezoidal camera structure for image acquisition. The approach here is to assess the feasibility and potential
of several physical cameras of the same model being sparsely arranged on the edge of an efficient trapezoid graph. This is implemented both Matlab and Maya. The quality of the depth maps rendered in Matlab are better in Quality
Eye tracking in optometry: A systematic review
This systematic review examines the use of eye-tracking devices in optometry, describing their main characteristics, areas of application and metrics used. Using the PRISMA method, a systematic search was performed of three databases. The search strategy identified 141 reports relevant to this topic, indicating the exponential growth over the past ten years of the use of eye trackers in optometry. Eye-tracking technology was applied in at least 12 areas of the field of optometry and rehabilitation, the main ones being optometric device technology, and the assessment, treatment, and analysis of ocular disorders. The main devices reported on were infrared light-based and had an image capture frequency of 60 Hz to 2000 Hz. The main metrics mentioned were fixations, saccadic movements, smooth pursuit, microsaccades, and pupil variables. Study quality was sometimes limited in that incomplete information was provided regarding the devices used, the study design, the methods used, participants' visual function and statistical treatment of data. While there is still a need for more research in this area, eye-tracking devices should be more actively incorporated as a useful tool with both clinical and research applications. This review highlights the robustness this technology offers to obtain objective information about a person's vision in terms of optometry and visual function, with implications for improving visual health services and our understanding of the vision process
Novel Methods and Algorithms for Presenting 3D Scenes
In recent years, improvements in the acquisition and creation of 3D models gave rise to
an increasing availability of 3D content and to a widening of the audience such content
is created for, which brought into focus the need for effective ways to visualize and
interact with it.
Until recently, the task of virtual inspection of a 3D object or navigation inside a 3D
scene was carried out by using human machine interaction (HMI) metaphors controlled
through mouse and keyboard events.
However, this interaction approach may be cumbersome for the general audience.
Furthermore, the inception and spread of touch-based mobile devices, such as smartphones
and tablets, redefined the interaction problem entirely, since neither mouse nor
keyboards are available anymore. The problem is made even worse by the fact that these
devices are typically lower power if compared to desktop machines, while high-quality
rendering is a computationally intensive task.
In this thesis, we present a series of novel methods for the easy presentation of 3D
content both when it is already available in a digitized form and when it must be acquired
from the real world by image-based techniques. In the first case, we propose
a method which takes as input the 3D scene of interest and an example video, and it
automatically produces a video of the input scene that resembles the given video example.
In other words, our algorithm allows the user to replicate an existing video, for
example, a video created by a professional animator, on a different 3D scene.
In the context of image-based techniques, exploiting the inherent spatial organization
of photographs taken for the 3D reconstruction of a scene, we propose an intuitive
interface for the smooth stereoscopic navigation of the acquired scene providing an immersive
experience without the need of a complete 3D reconstruction.
Finally, we propose an interactive framework for improving low-quality 3D reconstructions
obtained through image-based reconstruction algorithms. Using few strokes on
the input images, the user can specify high-level geometric hints to improve incomplete
or noisy reconstructions which are caused by various quite common conditions
often arising for objects such as buildings, streets and numerous other human-made
functional elements
A review on challenges of autonomous mobile robot and sensor fusion methods
Autonomous mobile robots are becoming more prominent in recent time because of their
relevance and applications to the world today. Their ability to navigate in an environment without a need
for physical or electro-mechanical guidance devices has made it more promising and useful. The use
of autonomous mobile robots is emerging in different sectors such as companies, industries, hospital,
institutions, agriculture and homes to improve services and daily activities. Due to technology advancement,
the demand for mobile robot has increased due to the task they perform and services they render such
as carrying heavy objects, monitoring, search and rescue missions, etc. Various studies have been carried
out by researchers on the importance of mobile robot, its applications and challenges. This survey paper
unravels the current literatures, the challenges mobile robot is being faced with. A comprehensive study
on devices/sensors and prevalent sensor fusion techniques developed for tackling issues like localization,
estimation and navigation in mobile robot are presented as well in which they are organised according to
relevance, strengths and weaknesses. The study therefore gives good direction for further investigation on
developing methods to deal with the discrepancies faced with autonomous mobile robot.http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=6287639pm2021Electrical, Electronic and Computer Engineerin
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