206 research outputs found

    Quality index for stereoscopic images by jointly evaluating cyclopean amplitude and cyclopean phase

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    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

    Depth from HDR: Depth Induction or Increased Realism?

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    Many people who first see a high dynamic range (HDR) display get the impression that it is a 3D display, even though it does not produce any binocular depth cues. Possible explanations of this effect include contrast-based depth induction and the increased re-alism due to the high brightness and contrast that makes an HDR display “like looking through a window”. In this paper we test both of these hypotheses by comparing the HDR depth illusion to real binocular depth cues using a carefully calibrated HDR stereo-scope. We confirm that contrast-based depth induction exists, but it is a vanishingly weak depth cue compared to binocular depth cues. We also demonstrate that for some observers, the increased con-trast of HDR displays indeed increases the realism. However, it is highly observer-dependent whether reduced, physically correct, or exaggerated contrast is perceived as most realistic, even in the pres-ence of the real-world reference scene. Similarly, observers differ in whether reduced, physically correct, or exaggerated stereo 3D is perceived as more realistic. To accommodate the binocular depth perception and realism concept of most observers, display technolo-gies must offer both HDR contrast and stereo personalization

    Visual experience of 3D TV

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    Validating Stereoscopic Volume Rendering

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    The evaluation of stereoscopic displays for surface-based renderings is well established in terms of accurate depth perception and tasks that require an understanding of the spatial layout of the scene. In comparison direct volume rendering (DVR) that typically produces images with a high number of low opacity, overlapping features is only beginning to be critically studied on stereoscopic displays. The properties of the specific images and the choice of parameters for DVR algorithms make assessing the effectiveness of stereoscopic displays for DVR particularly challenging and as a result existing literature is sparse with inconclusive results. In this thesis stereoscopic volume rendering is analysed for tasks that require depth perception including: stereo-acuity tasks, spatial search tasks and observer preference ratings. The evaluations focus on aspects of the DVR rendering pipeline and assess how the parameters of volume resolution, reconstruction filter and transfer function may alter task performance and the perceived quality of the produced images. The results of the evaluations suggest that the transfer function and choice of recon- struction filter can have an effect on the performance on tasks with stereoscopic displays when all other parameters are kept consistent. Further, these were found to affect the sensitivity and bias response of the participants. The studies also show that properties of the reconstruction filters such as post-aliasing and smoothing do not correlate well with either task performance or quality ratings. Included in the contributions are guidelines and recommendations on the choice of pa- rameters for increased task performance and quality scores as well as image based methods of analysing stereoscopic DVR images

    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

    Stereoscopic high dynamic range imaging

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    Two modern technologies show promise to dramatically increase immersion in virtual environments. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging accurately represents real world lighting as opposed to traditional low dynamic range (LDR) imaging. HDR provides a better contrast and more natural looking scenes. The combination of the two technologies in order to gain advantages of both has been, until now, mostly unexplored due to the current limitations in the imaging pipeline. This thesis reviews both fields, proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the challenges that need to be resolved to enable SHDR and focuses on capture and compression aspects of that pipeline. The problems of capturing SHDR images that would potentially require two HDR cameras and introduce ghosting, are mitigated by capturing an HDR and LDR pair and using it to generate SHDR images. A detailed user study compared four different methods of generating SHDR images. Results demonstrated that one of the methods may produce images perceptually indistinguishable from the ground truth. Insights obtained while developing static image operators guided the design of SHDR video techniques. Three methods for generating SHDR video from an HDR-LDR video pair are proposed and compared to the ground truth SHDR videos. Results showed little overall error and identified a method with the least error. Once captured, SHDR content needs to be efficiently compressed. Five SHDR compression methods that are backward compatible are presented. The proposed methods can encode SHDR content to little more than that of a traditional single LDR image (18% larger for one method) and the backward compatibility property encourages early adoption of the format. The work presented in this thesis has introduced and advanced capture and compression methods for the adoption of SHDR imaging. In general, this research paves the way for a novel field of SHDR imaging which should lead to improved and more realistic representation of captured scenes

    Absolute depth using low-cost light field cameras

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    Digital cameras are increasingly used for measurement tasks within engineering scenarios, often being part of metrology platforms. Existing cameras are well equipped to provide 2D information about the fields of view (FOV) they observe, the objects within the FOV, and the accompanying environments. But for some applications these 2D results are not sufficient, specifically applications that require Z dimensional data (depth data) along with the X and Y dimensional data. New designs of camera systems have previously been developed by integrating multiple cameras to provide 3D data, ranging from 2 camera photogrammetry to multiple camera stereo systems. Many earlier attempts to record 3D data on 2D sensors have been completed, and likewise many research groups around the world are currently working on camera technology but from different perspectives; computer vision, algorithm development, metrology, etc. Plenoptic or Lightfield camera technology was defined as a technique over 100 years ago but has remained dormant as a potential metrology instrument. Lightfield cameras utilize an additional Micro Lens Array (MLA) in front of the imaging sensor, to create multiple viewpoints of the same scene and allow encoding of depth information. A small number of companies have explored the potential of lightfield cameras, but in the majority, these have been aimed at domestic consumer photography, only ever recording scenes as relative scale greyscale images. This research considers the potential for lightfield cameras to be used for world scene metrology applications, specifically to record absolute coordinate data. Specific interest has been paid to a range of low cost lightfield cameras to; understand the functional/behavioural characteristics of the optics, identify potential need for optical and/or algorithm development, define sensitivity, repeatability and accuracy characteristics and limiting thresholds of use, and allow quantified 3D absolute scale coordinate data to be extracted from the images. The novel output of this work is; an analysis of lightfield camera system sensitivity leading to the definition of Active Zones (linear data generation good data) and In-active Zones (non-linear data generation poor data), development of bespoke calibration algorithms that remove radial/tangential distortion from the data captured using any MLA based camera, and, a light field camera independent algorithm that allows the delivery of 3D coordinate data in absolute units within a well-defined measurable range from a given camera

    Video Quality Assessment

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    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems
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