2,277 research outputs found

    Roadmap on 3D integral imaging: Sensing, processing, and display

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    This Roadmap article on three-dimensional integral imaging provides an overview of some of the research activities in the field of integral imaging. The article discusses various aspects of the field including sensing of 3D scenes, processing of captured information, and 3D display and visualization of information. The paper consists of a series of 15 sections from the experts presenting various aspects of the field on sensing, processing, displays, augmented reality, microscopy, object recognition, and other applications. Each section represents the vision of its author to describe the progress, potential, vision, and challenging issues in this field

    Light field image processing : overview and research issues

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    Light field (LF) imaging first appeared in the computer graphics community with the goal of photorealistic 3D rendering [1]. Motivated by a variety of potential applications in various domains (e.g., computational photography, augmented reality, light field microscopy, medical imaging, 3D robotic, particle image velocimetry), imaging from real light fields has recently gained in popularity, both at the research and industrial level.peer-reviewe

    Depth Image-Based Rendering for Full Parallax Displays: Rendering, Compression, and Interpolation of Content for Autostereoscopic Poster and Video Displays

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    Advancements in production and display techniques allowed for novel displays to emerge that project a high-resolution light field for static poster content and video content, as well. These displays allow a full parallax, hence an audience can perceive a stereoscopic view of a scene without special glasses, which adjusts to the observer's position. The application of such displays are public places where the audience does not wear special glasses and is not restricted in movement. The rendering, storage, and transfer of the large amount of data required by those displays is a challenge. The image data for a static poster display is about 200 GB and the data rate for video displays are to be expected two to four orders of magnitude higher than HDTV. In this work the challenges are met by utilising DIBR to reduce the amount of data at the very beginning, during rendering. A fraction of the full amount of colour and depth images are rendered and used to interpolate the full data set. The rendering with state of the art ray tracers is described and a novel method to render image data for full parallax displays using OpenGL is contributed, that addresses some shortcomings of previous approaches. For static poster displays a scene based representation for image interpolation is introduced, which efficiently utilises multi-core processors and graphics hardware for parallelization, found on modern workstations. The introduced approach implements lossy compression of the input data, and handles arbitrary scenes, using a novel BNV selection algorithm. For video displays the real-time constraint does not allow for a costly interpolation or scene analysis. Hence, a novel approach is presented that uses a basic and computational inexpensive interpolation, and combines the interpolation results of different image representations without introducing prominent artefacts

    Dense light field coding: a survey

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    Light Field (LF) imaging is a promising solution for providing more immersive and closer to reality multimedia experiences to end-users with unprecedented creative freedom and flexibility for applications in different areas, such as virtual and augmented reality. Due to the recent technological advances in optics, sensor manufacturing and available transmission bandwidth, as well as the investment of many tech giants in this area, it is expected that soon many LF transmission systems will be available to both consumers and professionals. Recognizing this, novel standardization initiatives have recently emerged in both the Joint Photographic Experts Group (JPEG) and the Moving Picture Experts Group (MPEG), triggering the discussion on the deployment of LF coding solutions to efficiently handle the massive amount of data involved in such systems. Since then, the topic of LF content coding has become a booming research area, attracting the attention of many researchers worldwide. In this context, this paper provides a comprehensive survey of the most relevant LF coding solutions proposed in the literature, focusing on angularly dense LFs. Special attention is placed on a thorough description of the different LF coding methods and on the main concepts related to this relevant area. Moreover, comprehensive insights are presented into open research challenges and future research directions for LF coding.info:eu-repo/semantics/publishedVersio

    Interactive exploration of historic information via gesture recognition

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    Developers of interactive exhibits often struggle to �nd appropriate input devices that enable intuitive control, permitting the visitors to engage e�ectively with the content. Recently motion sensing input devices like the Microsoft Kinect or Panasonic D-Imager have become available enabling gesture based control of computer systems. These devices present an attractive input device for exhibits since the user can interact with their hands and they are not required to physically touch any part of the system. In this thesis we investigate techniques to enable the raw data coming from these types of devices to be used to control an interactive exhibit. Object recognition and tracking techniques are used to analyse the user's hand where movement and clicks are processed. To show the e�ectiveness of the techniques the gesture system is used to control an interactive system designed to inform the public about iconic buildings in the centre of Norwich, UK. We evaluate two methods of making selections in the test environment. At the time of experimentation the technologies were relatively new to the image processing environment. As a result of the research presented in this thesis, the techniques and methods used have been detailed and published [3] at the VSMM (Virtual Systems and Multimedia 2012) conference with the intention of further forwarding the area

    14th SC@RUG 2017 proceedings 2016-2017

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    14th SC@RUG 2017 proceedings 2016-2017

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