1,235 research outputs found
Motion and disparity estimation with self adapted evolutionary strategy in 3D video coding
Real world information, obtained by humans is three dimensional (3-D). In experimental user-trials, subjective assessments have clearly demonstrated the increased impact of 3-D pictures compared to conventional flat-picture techniques. It is reasonable, therefore, that we humans want an imaging system that produces pictures that are as natural and real as things we see and experience every day. Three-dimensional imaging and hence, 3-D television (3DTV) are very promising approaches expected to satisfy these desires. Integral imaging, which can capture true 3D color images with only one camera, has been seen as the right technology to offer stress-free viewing to audiences of more than one person. In this paper, we propose a novel approach to use Evolutionary Strategy (ES) for joint motion and disparity estimation to compress 3D integral video sequences. We propose to decompose the integral video sequence down to viewpoint video sequences and jointly exploit motion and disparity redundancies to maximize the compression using a self adapted ES. A half pixel refinement algorithm is then applied by interpolating macro blocks in the previous frame to further improve the video quality. Experimental results demonstrate that the proposed adaptable ES with Half Pixel Joint Motion and Disparity Estimation can up to 1.5 dB objective quality gain without any additional computational cost over our previous algorithm.1Furthermore, the proposed technique get similar objective quality compared to the full search algorithm by reducing the computational cost up to 90%
Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design
Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario
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Holoscopic 3D imaging and display technology: Camera/ processing/ display
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonHoloscopic 3D imaging “Integral imaging” was first proposed by Lippmann in 1908. It has become an attractive technique for creating full colour 3D scene that exists in space. It promotes a single camera aperture for recording spatial information of a real scene and it uses a regularly spaced microlens arrays to simulate the principle of Fly’s eye technique, which creates physical duplicates of light field “true 3D-imaging technique”.
While stereoscopic and multiview 3D imaging systems which simulate human eye technique are widely available in the commercial market, holoscopic 3D imaging technology is still in the research phase. The aim of this research is to investigate spatial resolution of holoscopic 3D imaging and display technology, which includes holoscopic 3D camera, processing and display.
Smart microlens array architecture is proposed that doubles spatial resolution of holoscopic 3D camera horizontally by trading horizontal and vertical resolutions. In particular, it overcomes unbalanced pixel aspect ratio of unidirectional holoscopic 3D images. In addition, omnidirectional holoscopic 3D computer graphics rendering techniques are proposed that simplify the rendering complexity and facilitate holoscopic 3D content generation.
Holoscopic 3D image stitching algorithm is proposed that widens overall viewing angle of holoscopic 3D camera aperture and pre-processing of holoscopic 3D image filters are proposed for spatial data alignment and 3D image data processing. In addition, Dynamic hyperlinker tool is developed that offers interactive holoscopic 3D video content search-ability and browse-ability.
Novel pixel mapping techniques are proposed that improves spatial resolution and visual definition in space. For instance, 4D-DSPM enhances 3D pixels per inch from 44 3D-PPIs to 176 3D-PPIs horizontally and achieves spatial resolution of 1365 × 384 3D-Pixels whereas the traditional spatial resolution is 341 × 1536 3D-Pixels. In addition distributed pixel mapping is proposed that improves quality of holoscopic 3D scene in space by creating RGB-colour channel elemental images
A compressive light field projection system
For about a century, researchers and experimentalists have strived to bring glasses-free 3D experiences to the big screen. Much progress has been made and light field projection systems are now commercially available. Unfortunately, available display systems usually employ dozens of devices making such setups costly, energy inefficient, and bulky. We present a compressive approach to light field synthesis with projection devices. For this purpose, we propose a novel, passive screen design that is inspired by angle-expanding Keplerian telescopes. Combined with high-speed light field projection and nonnegative light field factorization, we demonstrate that compressive light field projection is possible with a single device. We build a prototype light field projector and angle-expanding screen from scratch, evaluate the system in simulation, present a variety of results, and demonstrate that the projector can alternatively achieve super-resolved and high dynamic range 2D image display when used with a conventional screen.MIT Media Lab ConsortiumNatural Sciences and Engineering Research Council of Canada (NSERC Postdoctoral Fellowship)National Science Foundation (U.S.) (Grant NSF grant 0831281
Methods for reducing visual discomfort in stereoscopic 3D: A review
This work was supported by the EPSRC Grant EP/M01469X/1, “Geometric Evaluation of Stereoscopic Video”
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End-to-end 3D video communication over heterogeneous networks
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Three-dimensional technology, more commonly referred to as 3D technology, has revolutionised many fields including entertainment, medicine, and communications to name a few. In addition to 3D films, games, and sports channels, 3D perception has made tele-medicine a reality. By the year 2015, 30% of the all HD panels at home will be 3D enabled, predicted by consumer electronics manufacturers. Stereoscopic cameras, a comparatively mature technology compared to other 3D systems, are now being used by ordinary citizens to produce 3D content and share at a click of a button just like they do with the 2D counterparts via sites like YouTube. But technical challenges still exist, including with autostereoscopic multiview displays. 3D content requires many complex considerations--including how to represent it, and deciphering what is the best compression format--when considering transmission or storage, because of its increased amount of data. Any decision must be taken in the light of the available bandwidth or storage capacity, quality and user expectations. Free viewpoint navigation also remains partly unsolved. The most pressing issue getting in the way of widespread uptake of consumer 3D systems is the ability to deliver 3D content to heterogeneous consumer displays over the heterogeneous networks. Optimising 3D video communication solutions must consider the entire pipeline, starting with optimisation at the video source to the end display and transmission optimisation. Multi-view offers the most compelling solution for 3D videos with motion parallax and freedom from wearing headgear for 3D video perception. Optimising multi-view video for delivery and display could increase the demand for true 3D in the consumer market. This thesis focuses on an end-to-end quality optimisation in 3D video communication/transmission, offering solutions for optimisation at the compression, transmission, and decoder levels.Brunel University - Isambard Research Scholarshi
Efficient rendering for three-dimensional displays
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
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