2,238 research outputs found

    Expanding Dimensionality in Cinema Color: Impacting Observer Metamerism through Multiprimary Display

    Get PDF
    Television and cinema display are both trending towards greater ranges and saturation of reproduced colors made possible by near-monochromatic RGB illumination technologies. Through current broadcast and digital cinema standards work, system designs employing laser light sources, narrow-band LED, quantum dots and others are being actively endorsed in promotion of Wide Color Gamut (WCG). Despite artistic benefits brought to creative content producers, spectrally selective excitations of naturally different human color response functions exacerbate variability of observer experience. An exaggerated variation in color-sensing is explicitly counter to the exhaustive controls and calibrations employed in modern motion picture pipelines. Further, singular standard observer summaries of human color vision such as found in the CIE’s 1931 and 1964 color matching functions and used extensively in motion picture color management are deficient in recognizing expected human vision variability. Many researchers have confirmed the magnitude of observer metamerism in color matching in both uniform colors and imagery but few have shown explicit color management with an aim of minimized difference in observer perception variability. This research shows that not only can observer metamerism influences be quantitatively predicted and confirmed psychophysically but that intentionally engineered multiprimary displays employing more than three primaries can offer increased color gamut with drastically improved consistency of experience. To this end, a seven-channel prototype display has been constructed based on observer metamerism models and color difference indices derived from the latest color vision demographic research. This display has been further proven in forced-choice paired comparison tests to deliver superior color matching to reference stimuli versus both contemporary standard RGB cinema projection and recently ratified standard laser projection across a large population of color-normal observers

    Encoding high dynamic range and wide color gamut imagery

    Get PDF
    In dieser Dissertation wird ein szenischer Bewegtbilddatensatz mit erweitertem Dynamikumfang (High Dynamic Range, HDR) und großem Farbumfang (Wide Color Gamut, WCG) eingefĂŒhrt und es werden Modelle zur Kodierung von HDR und WCG Bildern vorgestellt. Die objektive und visuelle Evaluation neuer HDR und WCG Bildverarbeitungsalgorithmen, Kompressionsverfahren und BildwiedergabegerĂ€te erfordert einen Referenzdatensatz hoher QualitĂ€t. Daher wird ein neuer HDR- und WCG-Video-Datensatz mit einem Dynamikumfang von bis zu 18 fotografischen Blenden eingefĂŒhrt. Er enthĂ€lt inszenierte und dokumentarische Szenen. Die einzelnen Szenen sind konzipiert um eine Herausforderung fĂŒr Tone Mapping Operatoren, Gamut Mapping Algorithmen, Kompressionscodecs und HDR und WCG BildanzeigegerĂ€te darzustellen. Die Szenen sind mit professionellem Licht, Maske und Filmausstattung aufgenommen. Um einen cinematischen Bildeindruck zu erhalten, werden digitale Filmkameras mit ‘Super-35 mm’ SensorgrĂ¶ĂŸe verwendet. Der zusĂ€tzliche Informationsgehalt von HDR- und WCG-Videosignalen erfordert im Vergleich zu Signalen mit herkömmlichem Dynamikumfang eine neue und effizientere Signalkodierung. Ein Farbraum fĂŒr HDR und WCG Video sollte nicht nur effizient quantisieren, sondern wegen der unterschiedlichen Monitoreigenschaften auf der EmpfĂ€ngerseite auch fĂŒr die Dynamik- und Farbumfangsanpassung geeignet sein. Bisher wurden Methoden fĂŒr die Quantisierung von HDR Luminanzsignalen vorgeschlagen. Es fehlt jedoch noch ein entsprechendes Modell fĂŒr Farbdifferenzsignale. Es werden daher zwei neue FarbrĂ€ume eingefĂŒhrt, die sich sowohl fĂŒr die effiziente Kodierung von HDR und WCG Signalen als auch fĂŒr die Dynamik- und Farbumfangsanpassung eignen. Diese FarbrĂ€ume werden mit existierenden HDR und WCG Farbsignalkodierungen des aktuellen Stands der Technik verglichen. Die vorgestellten Kodierungsschemata erlauben es, HDR- und WCG-Video mittels drei FarbkanĂ€len mit 12 Bits tonaler Auflösung zu quantisieren, ohne dass Quantisierungsartefakte sichtbar werden. WĂ€hrend die Speicherung und Übertragung von HDR und WCG Video mit 12-Bit Farbtiefe pro Kanal angestrebt wird, unterstĂŒtzen aktuell verbreitete Dateiformate, Videoschnittstellen und Kompressionscodecs oft nur niedrigere Bittiefen. Um diese existierende Infrastruktur fĂŒr die HDR VideoĂŒbertragung und -speicherung nutzen zu können, wird ein neues bildinhaltsabhĂ€ngiges Quantisierungsschema eingefĂŒhrt. Diese Quantisierungsmethode nutzt Bildeigenschaften wie Rauschen und Textur um die benötigte tonale Auflösung fĂŒr die visuell verlustlose Quantisierung zu schĂ€tzen. Die vorgestellte Methode erlaubt es HDR Video mit einer Bittiefe von 10 Bits ohne sichtbare Unterschiede zum Original zu quantisieren und kommt mit weniger Rechenkraft im Vergleich zu aktuellen HDR Bilddifferenzmetriken aus

    Characterisation of Implant Supported Soft Tissue Prostheses Produced with 3D Colour Printing Technology

    Get PDF
    The numbers of patients needing facial prostheses has increased in the last few decades due to improving cancer survival rates. The many limitations of the handmade prostheses together with rapid expansion of prototyping in all directions, particularly in producing human anatomically accurate parts, have raised the question of how to employ this technology for rapid manufacturing of facial soft tissue prostheses. The idea started to grow and the project was implemented based on CAD/CAM principles – additive manufacturing technology, by employing layered fabrication of facial prostheses from starch powder and a water based binder and infiltrated with a silicone polymer (SPIS). The project aimed to produce a facial prosthesis by using 3D colour printing, which would match the patient’s skin shade and have the desirable mechanical properties, through a relatively low cost process that would be accessible to the global patient community. This was achieved by providing a simple system for data capture, design and reproducible method of manufacture with a clinically acceptable material. The prosthesis produced has several advantages and few limitations when compared to existing products/prostheses made from silicone polymer (SP). The mechanical properties and durability were not as good as those of the SP made prosthesis but they were acceptable, although the ideal properties have yet to be identified. Colour reproduction and colour matching were more than acceptable, although the colour of the SPIS parts was less stable than the SP colour under natural and accelerated weathering conditions. However, it is acknowledged that neither of the two methods used represent the natural life use on patients and the deficiencies demonstrated in terms of mechanical properties and colour instability were partially inherent in the methodology used, as the project was still at the developmental stage and it was not possible to apply real life tests on patients. Moreover, deficiencies in mechanical and optical properties were probably caused by the starch present, which was used as a scaffold for the SP. Furthermore, a suitable retention system utilising existing components was designed and added to the prosthesis. This enabled the prosthesis to be retained by implants with no need for the addition of adhesive. This would also help to prolong the durability and life span of the prosthesis. The capability of the printer to produce skin shades was determined and it was found that all the skin colours measured fall within the range of the 3D colour printer and thereby the printer was able to produce all the colours required. Biocompatibility was also acceptable, with a very low rate of toxicity. However, no material is 100% safe and each material has a certain range of toxicity at certain concentrations. At this stage of the project, it can be confirmed that facial prostheses were successfully manufactured by using 3D colour printing to match the patient’s skin shade, using biocompatible materials and having the desirable mechanical properties. Furthermore, the technology used enabled prostheses to be produced in a shorter time frame and at a lower cost than conventional SP prostheses. They are also very lightweight, easier to use and possibly more comfortable for the patients. Moreover, this technology has the capability of producing multiple prostheses at the time of manufacture at reduced extra cost, whilst the data can be saved and can be utilised/modified for producing further copies in the future without having to going through all the steps involved with handmade prostheses. Based on the mechanical properties and colour measurements the prostheses will have a finite service life and the recommendation is that these prostheses will need replacing every 6 to 12 months, depending on how the patient handles and maintains the prostheses and whether the prosthesis is being used as an interim or definitive prosthesis. This was largely comparable to existing prostheses but without the time and cost implications for replacement. However, it is acknowledged that further investigations and clinical case studies are required to investigate the “real life” effect on the prostheses and to get feedback from the patients in order to make appropriate improvements to the mechanical properties and the durability of the prosthesis

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

    Get PDF
    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

    Book of Abstracts, Museum Lighting Symposium and Workshops

    Get PDF

    The NASA Scientific and Technical Information Program: Exploring challenges, creating opportunities

    Get PDF
    The NASA Scientific and Technical Information (STI) Program offers researchers access to the world's largest collection of aerospace information. An overview of Program activities, products and services, and new directions is presented. The R&D information cycle is outlined and specific examples of the NASA STI Program in practice are given. Domestic and international operations and technology transfer activities are reviewed and an agenda for the STI Program NASA-wide is presented. Finally, the incorporation of Total Quality Management and evaluation metrics into the STI Program is discussed
    • 

    corecore