66 research outputs found

    An interactive 3D medical visualization system based on a light field display

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    This paper presents a prototype medical data visualization system exploiting a light field display and custom direct volume rendering techniques to enhance understanding of massive volumetric data, such as CT, MRI, and PET scans. The system can be integrated with standard medical image archives and extends the capabilities of current radiology workstations by supporting real-time rendering of volumes of potentially unlimited size on light field displays generating dynamic observer-independent light fields. The system allows multiple untracked naked-eye users in a sufficiently large interaction area to coherently perceive rendered volumes as real objects, with stereo and motion parallax cues. In this way, an effective collaborative analysis of volumetric data can be achieved. Evaluation tests demonstrate the usefulness of the generated depth cues and the improved performance in understanding complex spatial structures with respect to standard techniques.883-893Pubblicat

    Three-dimensional media for mobile devices

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    Cataloged from PDF version of article.This paper aims at providing an overview of the core technologies enabling the delivery of 3-D Media to next-generation mobile devices. To succeed in the design of the corresponding system, a profound knowledge about the human visual system and the visual cues that form the perception of depth, combined with understanding of the user requirements for designing user experience for mobile 3-D media, are required. These aspects are addressed first and related with the critical parts of the generic system within a novel user-centered research framework. Next-generation mobile devices are characterized through their portable 3-D displays, as those are considered critical for enabling a genuine 3-D experience on mobiles. Quality of 3-D content is emphasized as the most important factor for the adoption of the new technology. Quality is characterized through the most typical, 3-D-specific visual artifacts on portable 3-D displays and through subjective tests addressing the acceptance and satisfaction of different 3-D video representation, coding, and transmission methods. An emphasis is put on 3-D video broadcast over digital video broadcasting-handheld (DVB-H) in order to illustrate the importance of the joint source-channel optimization of 3-D video for its efficient compression and robust transmission over error-prone channels. The comparative results obtained identify the best coding and transmission approaches and enlighten the interaction between video quality and depth perception along with the influence of the context of media use. Finally, the paper speculates on the role and place of 3-D multimedia mobile devices in the future internet continuum involving the users in cocreation and refining of rich 3-D media content

    Methods for Light Field Display Profiling and Scalable Super-Multiview Video Coding

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    Light field 3D displays reproduce the light field of real or synthetic scenes, as observed by multiple viewers, without the necessity of wearing 3D glasses. Reproducing light fields is a technically challenging task in terms of optical setup, content creation, distributed rendering, among others; however, the impressive visual quality of hologramlike scenes, in full color, with real-time frame rates, and over a very wide field of view justifies the complexity involved. Seeing objects popping far out from the screen plane without glasses impresses even those viewers who have experienced other 3D displays before.Content for these displays can either be synthetic or real. The creation of synthetic (rendered) content is relatively well understood and used in practice. Depending on the technique used, rendering has its own complexities, quite similar to the complexity of rendering techniques for 2D displays. While rendering can be used in many use-cases, the holy grail of all 3D display technologies is to become the future 3DTVs, ending up in each living room and showing realistic 3D content without glasses. Capturing, transmitting, and rendering live scenes as light fields is extremely challenging, and it is necessary if we are about to experience light field 3D television showing real people and natural scenes, or realistic 3D video conferencing with real eye-contact.In order to provide the required realism, light field displays aim to provide a wide field of view (up to 180°), while reproducing up to ~80 MPixels nowadays. Building gigapixel light field displays is realistic in the next few years. Likewise, capturing live light fields involves using many synchronized cameras that cover the same display wide field of view and provide the same high pixel count. Therefore, light field capture and content creation has to be well optimized with respect to the targeted display technologies. Two major challenges in this process are addressed in this dissertation.The first challenge is how to characterize the display in terms of its capabilities to create light fields, that is how to profile the display in question. In clearer terms this boils down to finding the equivalent spatial resolution, which is similar to the screen resolution of 2D displays, and angular resolution, which describes the smallest angle, the color of which the display can control individually. Light field is formalized as 4D approximation of the plenoptic function in terms of geometrical optics through spatiallylocalized and angularly-directed light rays in the so-called ray space. Plenoptic Sampling Theory provides the required conditions to sample and reconstruct light fields. Subsequently, light field displays can be characterized in the Fourier domain by the effective display bandwidth they support. In the thesis, a methodology for displayspecific light field analysis is proposed. It regards the display as a signal processing channel and analyses it as such in spectral domain. As a result, one is able to derive the display throughput (i.e. the display bandwidth) and, subsequently, the optimal camera configuration to efficiently capture and filter light fields before displaying them.While the geometrical topology of optical light sources in projection-based light field displays can be used to theoretically derive display bandwidth, and its spatial and angular resolution, in many cases this topology is not available to the user. Furthermore, there are many implementation details which cause the display to deviate from its theoretical model. In such cases, profiling light field displays in terms of spatial and angular resolution has to be done by measurements. Measurement methods that involve the display showing specific test patterns, which are then captured by a single static or moving camera, are proposed in the thesis. Determining the effective spatial and angular resolution of a light field display is then based on an automated analysis of the captured images, as they are reproduced by the display, in the frequency domain. The analysis reveals the empirical limits of the display in terms of pass-band both in the spatial and angular dimension. Furthermore, the spatial resolution measurements are validated by subjective tests confirming that the results are in line with the smallest features human observers can perceive on the same display. The resolution values obtained can be used to design the optimal capture setup for the display in question.The second challenge is related with the massive number of views and pixels captured that have to be transmitted to the display. It clearly requires effective and efficient compression techniques to fit in the bandwidth available, as an uncompressed representation of such a super-multiview video could easily consume ~20 gigabits per second with today’s displays. Due to the high number of light rays to be captured, transmitted and rendered, distributed systems are necessary for both capturing and rendering the light field. During the first attempts to implement real-time light field capturing, transmission and rendering using a brute force approach, limitations became apparent. Still, due to the best possible image quality achievable with dense multi-camera light field capturing and light ray interpolation, this approach was chosen as the basis of further work, despite the massive amount of bandwidth needed. Decompression of all camera images in all rendering nodes, however, is prohibitively time consuming and is not scalable. After analyzing the light field interpolation process and the data-access patterns typical in a distributed light field rendering system, an approach to reduce the amount of data required in the rendering nodes has been proposed. This approach, on the other hand, requires rectangular parts (typically vertical bars in case of a Horizontal Parallax Only light field display) of the captured images to be available in the rendering nodes, which might be exploited to reduce the time spent with decompression of video streams. However, partial decoding is not readily supported by common image / video codecs. In the thesis, approaches aimed at achieving partial decoding are proposed for H.264, HEVC, JPEG and JPEG2000 and the results are compared.The results of the thesis on display profiling facilitate the design of optimal camera setups for capturing scenes to be reproduced on 3D light field displays. The developed super-multiview content encoding also facilitates light field rendering in real-time. This makes live light field transmission and real-time teleconferencing possible in a scalable way, using any number of cameras, and at the spatial and angular resolution the display actually needs for achieving a compelling visual experience

    Demystifying the Future of the Screen

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    Demystifying the Future of the Screen explores the creation of a 3D representation of volumetric display (a graphical display device that produces 3D objects in mid-air), a technology that doesn’t yet exist in the consumer realm, using current technologies. It investigates the conceptual possibilities and technical challenges of prototyping a future, speculative, technology with current available materials. Cultural precedents, technical antecedents, economic challenges, and industry adaptation, all contribute to this thesis proposal. It pedals back to the past to examine the probable widespread integration of this future technology. By employing a detailed horizon scan, analyzing science fiction theories, and extensive user testing, I fabricated a prototype that simulates an immersive volumetric display experience, using a holographic display fan. Its construct was inspired by pre-television optical media like phantasmagoria, Kristian Birkeland’s immersive cathode-ray environments, and NBC’s original news broadcast in the early 1900s. The treatment was influenced by sci-fi film visualizations

    Perceived Depth Control in Stereoscopic Cinematography

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    Despite the recent explosion of interest in the stereoscopic 3D (S3D) technology, the ultimate prevailing of the S3D medium is still significantly hindered by adverse effects regarding the S3D viewing discomfort. This thesis attempts to improve the S3D viewing experience by investigating perceived depth control methods in stereoscopic cinematography on desktop 3D displays. The main contributions of this work are: (1) A new method was developed to carry out human factors studies on identifying the practical limits of the 3D Comfort Zone on a given 3D display. Our results suggest that it is necessary for cinematographers to identify the specific limits of 3D Comfort Zone on the target 3D display as different 3D systems have different ranges for the 3D Comfort Zone. (2) A new dynamic depth mapping approach was proposed to improve the depth perception in stereoscopic cinematography. The results of a human-based experiment confirmed its advantages in controlling the perceived depth in viewing 3D motion pictures over the existing depth mapping methods. (3) The practicability of employing the Depth of Field (DoF) blur technique in S3D was also investigated. Our results indicate that applying the DoF blur simulation on stereoscopic content may not improve the S3D viewing experience without the real time information about what the viewer is looking at. Finally, a basic guideline for stereoscopic cinematography was introduced to summarise the new findings of this thesis alongside several well-known key factors in 3D cinematography. It is our assumption that this guideline will be of particular interest not only to 3D filmmaking but also to 3D gaming, sports broadcasting, and TV production

    Efficient rendering for three-dimensional displays

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    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

    무안경식 3 차원 디스플레이와 투사형 디스플레이를 이용한 깊이 융합 디스플레이의 관찰 특성 향상

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    학위논문 (박사)-- 서울대학교 대학원 : 전기·컴퓨터공학부, 2015. 8. 이병호.In this dissertation, various methods for enhancing the viewing characteristics of the depth-fused display are proposed with combination of projection-type displays or integral imaging display technologies. Depth-fused display (DFD) is one kind of the volumetric three-dimensional (3D) displays composed of multiple slices of depth images. With a proper weighting to the luminance of the images on the visual axis of the observer, it provides continuous change of the accommodation within the volume confined by the display layers. Because of its volumetric property depth-fused 3D images can provide very natural volumetric images, but the base images should be located on the exact positions on the viewing axis, which gives complete superimpose of the images. If this condition is not satisfied, the images are observed as two separated images instead of continuous volume. This viewing characteristic extremely restricts the viewing condition of the DFD resulting in the limited applications of DFDs. While increasing the number of layers can result in widening of the viewing angle and depth range by voxelizing the reconstructed 3D images, the required system complexity also increases along with the number of image layers. For solving this problem with a relatively simple configuration of the system, hybrid techniques are proposed for DFDs. The hybrid technique is the combination of DFD with other display technologies such as projection-type displays or autostereoscopic displays. The projection-type display can be combined with polarization-encoded depth method for projection of 3D information. Because the depth information is conveyed by polarization states, there is no degradation in spatial resolution or video frame in the reconstructed 3D images. The polarized depth images are partially selected at the stacked polarization selective screens according to the given depth states. As the screen does not require any active component for the reconstruction of images, projection part and reconstruction part can be totally separated. Also, the projection property enables the scalability of the reconstructed images like a conventional projection display, which can give immersive 3D experience by providing large 3D images. The separation of base images due to the off-axis observation can be compensated by shifting the base images along the viewers visual axis. It can be achieved by adopting multi-view techniques. While conventional multi-view displays provide different view images for different viewers positions, it can be used for showing shifted base images for DFD. As a result, multiple users can observe the depth-fused 3D images at the same time. Another hybrid method is the combination of floating method with DFD. Convex lens can optically translate the depth position of the object. Based on this principle, the optical gap between two base images can be extended beyond the physical dimension of the images. Employing the lens with a short focal length, the gap between the base images can be greatly reduced. For a practical implementation of the system, integral imaging method can be used because it is composed of array of lenses. The floated image can be located in front of the lens as well as behind the lens. Both cases result in the expansion of depth range beyond the physical gap of base images, but real-mode floating enables interactive application of the DFD. In addition to the expansion of depth range, the viewing angle of the hybrid system can be increased by employing tracking method. Viewer tracking method also enables dynamic parallax for the DFD with real-time update of base images along with the viewing direction of the tracked viewers. Each chapter of this dissertation explains the theoretical background of the proposed hybrid method and demonstrates the feasibility of the idea with experimental systems.Abstract i Contents iv List of Figures vi List of Tables xii Chapter 1 Introduction 1 1.1 Overview of three-dimensional displays 1 1.2 Motivation 7 1.3 Scope and organization 9 Chapter 2 Multi-layered depth-fused display with projection-type display 10 2.1 Introduction 10 2.2 Polarization-encoded depth information for depth-fused display 12 2.3 Visualization with passive scattering film 16 2.4 Summary 30 Chapter 3 Compact depth-fused display with enhanced depth and viewing angle 31 3.1 Introduction 31 3.2 Enhancement of viewing characteristics 34 3.2.1 Viewing angle enhancement using multi-view method 34 3.2.2 Depth enhancement using integral imaging 37 3.2.3 Depth and viewing angle enhancement 39 3.3 Implementation of experimental system with enhanced viewing parameters 44 3.4 Summary 51 Chapter 4 Real-mode depth-fused display with viewer tracking 52 4.1 Introduction 52 4.2 Viewer tracking method 55 4.2.1 Viewer-tracked depth-fused display 55 4.2.2 Viewer-tracked integral imaging for a depth-fused display 58 4.3 Implementation of viewer-tracked integral imaging 63 4.4 Summary 71 Chapter 5 Conclusion 72 Bibliography 74 초록 83Docto
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