1,625 research outputs found
An Advanced, Three-Dimensional Plotting Library for Astronomy
We present a new, three-dimensional (3D) plotting library with advanced
features, and support for standard and enhanced display devices. The library -
S2PLOT - is written in C and can be used by C, C++ and FORTRAN programs on
GNU/Linux and Apple/OSX systems. S2PLOT draws objects in a 3D (x,y,z) Cartesian
space and the user interactively controls how this space is rendered at run
time. With a PGPLOT inspired interface, S2PLOT provides astronomers with
elegant techniques for displaying and exploring 3D data sets directly from
their program code, and the potential to use stereoscopic and dome display
devices. The S2PLOT architecture supports dynamic geometry and can be used to
plot time-evolving data sets, such as might be produced by simulation codes. In
this paper, we introduce S2PLOT to the astronomical community, describe its
potential applications, and present some example uses of the library.Comment: 12 pages, 10 eps figures (higher resolution versions available from
http://astronomy.swin.edu.au/s2plot/paperfigures). The S2PLOT library is
available for download from http://astronomy.swin.edu.au/s2plo
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Holoscopic 3D image depth estimation and segmentation techniques
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonToday’s 3D imaging techniques offer significant benefits over conventional 2D imaging techniques. The presence of natural depth information in the scene affords the observer an overall improved sense of reality and naturalness. A variety of systems attempting to reach this goal have been designed by many independent research groups, such as stereoscopic and auto-stereoscopic systems. Though the images displayed by such systems tend to cause eye strain, fatigue and headaches after prolonged viewing as users are required to focus on the screen plane/accommodation to converge their eyes to a point in space in a different plane/convergence. Holoscopy is a 3D technology that targets overcoming the above limitations of current 3D technology and was recently developed at Brunel University. This work is part W4.1 of the 3D VIVANT project that is funded by the EU under the ICT program and coordinated by Dr. Aman Aggoun at Brunel University, West London, UK. The objective of the work described in this thesis is to develop estimation and segmentation techniques that are capable of estimating precise 3D depth, and are applicable for holoscopic 3D imaging system. Particular emphasis is given to the task of automatic techniques i.e. favours algorithms with broad generalisation abilities, as no constraints are placed on the setting. Algorithms that provide invariance to most appearance based variation of objects in the scene (e.g. viewpoint changes, deformable objects, presence of noise and changes in lighting). Moreover, have the ability to estimate depth information from both types of holoscopic 3D images i.e. Unidirectional and Omni-directional which gives horizontal parallax and full parallax (vertical and horizontal), respectively. The main aim of this research is to develop 3D depth estimation and 3D image segmentation techniques with great precision. In particular, emphasis on automation of thresholding techniques and cues identifications for development of robust algorithms. A method for depth-through-disparity feature analysis has been built based on the existing correlation between the pixels at a one micro-lens pitch which has been exploited to extract the viewpoint images (VPIs). The corresponding displacement among the VPIs has been exploited to estimate the depth information map via setting and extracting reliable sets of local features. ii Feature-based-point and feature-based-edge are two novel automatic thresholding techniques for detecting and extracting features that have been used in this approach. These techniques offer a solution to the problem of setting and extracting reliable features automatically to improve the performance of the depth estimation related to the generalizations, speed and quality. Due to the resolution limitation of the extracted VPIs, obtaining an accurate 3D depth map is challenging. Therefore, sub-pixel shift and integration is a novel interpolation technique that has been used in this approach to generate super-resolution VPIs. By shift and integration of a set of up-sampled low resolution VPIs, the new information contained in each viewpoint is exploited to obtain a super resolution VPI. This produces a high resolution perspective VPI with wide Field Of View (FOV). This means that the holoscopic 3D image system can be converted into a multi-view 3D image pixel format. Both depth accuracy and a fast execution time have been achieved that improved the 3D depth map. For a 3D object to be recognized the related foreground regions and depth information map needs to be identified. Two novel unsupervised segmentation methods that generate interactive depth maps from single viewpoint segmentation were developed. Both techniques offer new improvements over the existing methods due to their simple use and being fully automatic; therefore, producing the 3D depth interactive map without human interaction. The final contribution is a performance evaluation, to provide an equitable measurement for the extent of the success of the proposed techniques for foreground object segmentation, 3D depth interactive map creation and the generation of 2D super-resolution viewpoint techniques. The no-reference image quality assessment metrics and their correlation with the human perception of quality are used with the help of human participants in a subjective manner
New visual coding exploration in MPEG: Super-MultiView and free navigation in free viewpoint TV
ISO/IEC MPEG and ITU-T VCEG have recently jointly issued
a new multiview video compression standard, called 3D-HEVC,
which reaches unpreceded compression performances for linear,dense camera arrangements. In view of supporting future highquality,auto-stereoscopic 3D displays and Free Navigation virtual/augmented reality applications with sparse, arbitrarily arranged camera setups, innovative depth estimation and virtual view synthesis techniques with global optimizations over all camera views should be developed. Preliminary studies in response to the MPEG-FTV (Free viewpoint TV) Call for Evidence suggest these
targets are within reach, with at least 6% bitrate gains over 3DHEVC
technology
Stereoscopic video quality assessment based on 3D convolutional neural networks
The research of stereoscopic video quality assessment (SVQA) plays an important role for promoting the development of stereoscopic video system. Existing SVQA metrics rely on hand-crafted features, which is inaccurate and time-consuming because of the diversity and complexity of stereoscopic video distortion. This paper introduces a 3D convolutional neural networks (CNN) based SVQA framework that can model not only local spatio-temporal information but also global temporal information with cubic difference video patches as input. First, instead of using hand-crafted features, we design a 3D CNN architecture to automatically and effectively capture local spatio-temporal features. Then we employ a quality score fusion strategy considering global temporal clues to obtain final video-level predicted score. Extensive experiments conducted on two public stereoscopic video quality datasets show that the proposed method correlates highly with human perception and outperforms state-of-the-art methods by a large margin. We also show that our 3D CNN features have more desirable property for SVQA than hand-crafted features in previous methods, and our 3D CNN features together with support vector regression (SVR) can further boost the performance. In addition, with no complex preprocessing and GPU acceleration, our proposed method is demonstrated computationally efficient and easy to use
HEVC based Mixed-resolution Stereo Video Coding for Low Bitrate Transmission
This paper presents a mixed resolution stereo video coding model for High Efficiency Video Codec (HEVC). The challenging aspects of mixed resolution video coding are enabling the codec to encode frames with different frame resolution/size and using decoded pictures having different frame resolution/size for referencing. These challenges are further enlarged when implemented using HEVC, since the incoming video frames are subdivided into coding tree units. The ingenuity of the proposed codec’s design, is that the information in intermediate frames are down-sampled and yet the frames can retain the original resolution. To enable random access to full resolution decoded frame in the decoded picture buffer as reference frame a downsampled version of the decoded full resolution frame is used. The test video sequences were coded using the proposed codec and standard MV-HEVC. Results show that the proposed codec gives a significantly higher coding performance over the MV- HEVC codec
Brain Analysis While Playing 2D and 3D Video Games of Nintendo 3DS Using Electroencephalogram (EEG)
To be able to gain knowledge of human brain and study tbe perception of human
towards stimulated events, emotions and sense, scientists have been using few main
methods. They are Electroencephalograph (EEG), Computerized Axial Tomography
(CAT) scans, Magnetic Resonance Imaging (MRI), Functional Magnetic Resonance
Imaging (fMRI) and Magnetoencephalograph (MEG). These technologies, up to this
date are able to help scientists, researchers and doctors to understand how brain
works and doing analysis upon tbem. [1]. Meanwhile tbis prqject will be focusing on
the usage of EEG to do tbe analysis on human brain. The EEG shows electrical
impulses of tbe brain and can be recorded in form of waves. Recently, tbe emerging
of auto stereoscopic 3D technology of Nintendo 3DS has bring new gaming
experience as players can see 3D. The objective of this project is to use EEG
equipment to analyse tbe activity of human brain when playing console game
Nintendo 3DS in 2 dimensions (2D) mode and 3 dimensions (3D) mode. The
purpose of this project is also to study and compare on human brain perception of 2D
and 3D gaming. Our brain perceives 2D and 3D moving images of video games
differently, and we would want to study how different tbey are. In tbe end, tbis
project will be able to explain and conclude how human brain responds to 2D and 3D
gaming of Nintendo 3DS console game and what difference tbey make in human
visual system of brain
Optical techniques for 3D surface reconstruction in computer-assisted laparoscopic surgery
One of the main challenges for computer-assisted surgery (CAS) is to determine the intra-opera- tive morphology and motion of soft-tissues. This information is prerequisite to the registration of multi-modal patient-specific data for enhancing the surgeon’s navigation capabilites by observ- ing beyond exposed tissue surfaces and for providing intelligent control of robotic-assisted in- struments. In minimally invasive surgery (MIS), optical techniques are an increasingly attractive approach for in vivo 3D reconstruction of the soft-tissue surface geometry. This paper reviews the state-of-the-art methods for optical intra-operative 3D reconstruction in laparoscopic surgery and discusses the technical challenges and future perspectives towards clinical translation. With the recent paradigm shift of surgical practice towards MIS and new developments in 3D opti- cal imaging, this is a timely discussion about technologies that could facilitate complex CAS procedures in dynamic and deformable anatomical regions
Immersive Neural Graphics Primitives
Neural radiance field (NeRF), in particular its extension by instant neural
graphics primitives, is a novel rendering method for view synthesis that uses
real-world images to build photo-realistic immersive virtual scenes. Despite
its potential, research on the combination of NeRF and virtual reality (VR)
remains sparse. Currently, there is no integration into typical VR systems
available, and the performance and suitability of NeRF implementations for VR
have not been evaluated, for instance, for different scene complexities or
screen resolutions. In this paper, we present and evaluate a NeRF-based
framework that is capable of rendering scenes in immersive VR allowing users to
freely move their heads to explore complex real-world scenes. We evaluate our
framework by benchmarking three different NeRF scenes concerning their
rendering performance at different scene complexities and resolutions.
Utilizing super-resolution, our approach can yield a frame rate of 30 frames
per second with a resolution of 1280x720 pixels per eye. We discuss potential
applications of our framework and provide an open source implementation online.Comment: Submitted to IEEE VR, currently under revie
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