22 research outputs found

    Binocular coordination: reading stereoscopic sentences in depth

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    The present study employs a stereoscopic manipulation to present sentences in three dimensions to subjects as they read for comprehension. Subjects read sentences with (a) no depth cues, (b) a monocular depth cue that implied the sentence loomed out of the screen (i.e., increasing retinal size), (c) congruent monocular and binocular (retinal disparity) depth cues (i.e., both implied the sentence loomed out of the screen) and (d) incongruent monocular and binocular depth cues (i.e., the monocular cue implied the sentence loomed out of the screen and the binocular cue implied it receded behind the screen). Reading efficiency was mostly unaffected, suggesting that reading in three dimensions is similar to reading in two dimensions. Importantly, fixation disparity was driven by retinal disparity; fixations were significantly more crossed as readers progressed through the sentence in the congruent condition and significantly more uncrossed in the incongruent condition. We conclude that disparity depth cues are used on-line to drive binocular coordination during reading.<br/

    Cosmic cookery : making a stereoscopic 3D animated movie.

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    This paper describes our experience making a short stereoscopic movie visualizing the development of structure in the universe during the 13.7 billion years from the Big Bang to the present day. Aimed at a general audience for the Royal Society's 2005 Summer Science Exhibition, the movie illustrates how the latest cosmological theories based on dark matter and dark energy are capable of producing structures as complex as spiral galaxies and allows the viewer to directly compare observations from the real universe with theoretical results. 3D is an inherent feature of the cosmology data sets and stereoscopic visualization provides a natural way to present the images to the viewer, in addition to allowing researchers to visualize these vast, complex data sets. The presentation of the movie used passive, linearly polarized projection onto a 2m wide screen but it was also required to playback on a Sharp RD3D display and in anaglyph projection at venues without dedicated stereoscopic display equipment. Additionally lenticular prints were made from key images in the movie. We discuss the following technical challenges during the stereoscopic production process; 1) Controlling the depth presentation, 2) Editing the stereoscopic sequences, 3) Generating compressed movies in display speci¯c formats. We conclude that the generation of high quality stereoscopic movie content using desktop tools and equipment is feasible. This does require careful quality control and manual intervention but we believe these overheads are worthwhile when presenting inherently 3D data as the result is signi¯cantly increased impact and better understanding of complex 3D scenes

    Through the combining glass

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    Reflective optical combiners like beam splitters and two way mirrors are used in AR to overlap digital contents on the users' hands or bodies. Augmentations are usually unidirectional, either reflecting virtual contents on the user's body (Situated Augmented Reality) or augmenting user's reflections with digital contents (AR mirrors). But many other novel possibilities remain unexplored. For example, users' hands, reflected inside a museum AR cabinet, can allow visitors to interact with the artifacts exhibited. Projecting on the user's hands as their reflection cuts through the objects can be used to reveal objects' internals. Augmentations from both sides are blended by the combiner, so they are consistently seen by any number of users, independently of their location or, even, the side of the combiner through which they are looking. This paper explores the potential of optical combiners to merge the space in front and behind them. We present this design space, identify novel augmentations/interaction opportunities and explore the design space using three prototypes

    Assessing the benefits of stereoscopic displays to visual search: methodology and initial findings

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    Visual search is a task that is carried out in a number of important security and health related scenarios (e.g., X-ray baggage screening, radiography). With recent and ongoing developments in the technology available to present images to observers in stereoscopic depth, there has been increasing interest in assessing whether depth information can be used in complex search tasks to improve search performance. Here we outline the methodology that we developed, along with both software and hardware information, in order to assess visual search performance in complex, overlapping stimuli that also contained depth information. In doing so, our goal is to foster further research along these lines in the future. We also provide an overview with initial results of the experiments that we have conducted involving participants searching stimuli that contain overlapping objects presented on different depth planes to one another. Thus far, we have found that depth information does improve the speed (but not accuracy) of search, but only when the stimuli are highly complex and contain a significant degree of overlap. Depth information may therefore aid real-world search tasks that involve the examination of complex, overlapping stimuli

    Three-Dimensional Display Systems

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    Today’s three-dimensional display systems provide new advantages to end-users; they are able to support an auto-stereoscopic, no-glasses, three-dimensional experience with significantly enhanced image quality over previous generation technology. There have been particularly rapid advances in personal auto-stereoscopic three-dimensional display for desktop users brought about because of the opportunity to combine micro-optics and LCD displays coinciding with the availability of low cost desktop image processing and three-dimensional computer graphics systems. In this chapter we concentrate our detailed technical discussion on personal three-dimensional displays designed for desktop use as these are particularly benefiting from new micro-optic elements. We emphasize the systems aspect of three-dimensional display design believing it is important to combine good optical design and engineering with the correct digital imaging technologies to obtain a high quality three-dimensional effect for end users. The general principles discussed will be applicable to the design of all types of stereoscopic three-dimensional display

    Mapping perceived depth to regions of interest in stereoscopic images

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    The usable perceived depth range of a stereoscopic 3D display is limited by human factors considerations to a defined range around the screen plane. There is therefore a need in stereoscopic image creation to map depth from the scene to a target display without exceeding these limits. Recent image capture methods provide precise control over this depth mapping but map a single range of scene depth as a whole and are unable to give preferential stereoscopic representation to a particular region of interest in the scene. A new approach to stereoscopic image creation is described that allows a defined region of interest in scene depth to have an improved perceived depth representation compared to other regions of the scene. For example in a game this may be the region of depth around a game character, or in a scientific visualization the region around a particular feature of interest. To realise this approach we present a novel algorithm for stereoscopic image capture and describe an implementation for the widely used ray-tracing package POV-Ray. Results demonstrate how this approach provides content creators with improved control over perceived depth representation in stereoscopic images

    Smoothing region boundaries in variable depth mapping for real time stereoscopic images

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    We believe the need for stereoscopic image generation methods that allow simple, high quality content creation continues to be a key problem limiting the widespread up-take of 3D displays. We present new algorithms for creating real time stereoscopic images that provide increased control to content creators over the mapping of depth from scene to displayed image. Previously we described a Three Region, variable depth mapping, algorithm for stereoscopic image generation. This allows different regions within a scene to be represented by different ranges of perceived depth in the final image. An unresolved issue was that this approach can create a visible discontinuity for smooth objects crossing region boundaries. In this paper we describe two new Multi-Region algorithms to address this problem: boundary smoothing using additional sub-regions and scaling scene geometry to smoothly vary depth mapping. We present real time implementations of the Three-Region and the new Multi-Region algorithms for OpenGL to demonstrate the visual appearance of the results. We discuss the applicability and performance of each approach for rendering real time stereoscopic images and propose a simple modification to the standard graphics pipeline to better support these algorithms

    Controlling perceived depth in stereoscopic images

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    Stereoscopic images are hard to get right, and comfortable images are often only produced after repeated trial and error. The main difficulty is controlling the stereoscopic camera parameters so that the viewer does not experience eye strain or double images from excessive perceived depth. Additionally, for head tracked displays, the perceived objects can distort as the viewer moves to look around the displayed scene. We describe a novel method for calculating stereoscopic camera parameters with the following contributions: (1) Provides the user intuitive controls related to easily measured physical values. (2) For head tracked displays; necessarily ensures that there is no depth distortion as the viewer moves. (3) Clearly separates the image capture camera/scene space from the image viewing viewer/display space. (4) Provides a transformation between these two spaces allowing precise control of the mapping of scene depth to perceived display depth. The new method is implemented as an API extension for use with OpenGL, a plug-in for 3D Studio Max and a control system for a stereoscopic digital camera. The result is stereoscopic images generated correctly at the first attempt, with precisely controlled perceived depth. A new analysis of the distortions introduced by different camera parameters was undertaken

    Evaluating methods for controlling depth perception in stereoscopic cinematography

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    Existing stereoscopic imaging algorithms can create static stereoscopic images with perceived depth control function to ensure a compelling 3D viewing experience without visual discomfort. However, current algorithms do not normally support standard Cinematic Storytelling techniques. These techniques, such as object movement, camera motion, and zooming, can result in dynamic scene depth change within and between a series of frames (shots) in stereoscopic cinematography. In this study, we empirically evaluate the following three types of stereoscopic imaging approaches that aim to address this problem. (1) Real-Eye Configuration: set camera separation equal to the nominal human eye interpupillary distance. The perceived depth on the display is identical to the scene depth without any distortion. (2) Mapping Algorithm: map the scene depth to a predefined range on the display to avoid excessive perceived depth. A new method that dynamically adjusts the depth mapping from scene space to display space is presented in addition to an existing fixed depth mapping method. (3) Depth of Field Simulation: apply Depth of Field (DOF) blur effect to stereoscopic images. Only objects that are inside the DOF are viewed in full sharpness. Objects that are far away from the focus plane are blurred. We performed a human-based trial using the ITU-R BT.500-11 Recommendation to compare the depth quality of stereoscopic video sequences generated by the above-mentioned imaging methods. Our results indicate that viewers' practical 3D viewing volumes are different for individual stereoscopic displays and viewers can cope with much larger perceived depth range in viewing stereoscopic cinematography in comparison to static stereoscopic images. Our new dynamic depth mapping method does have an advantage over the fixed depth mapping method in controlling stereo depth perception. The DOF blur effect does not provide the expected improvement for perceived depth quality control in 3D cinematography. We anticipate the results will be of particular interest to 3D filmmaking and real time computer games
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