What Makes 2D-To-3D Stereo Conversion Perceptually Plausible?

Total Page:16

File Type:pdf, Size:1020Kb

What Makes 2D-To-3D Stereo Conversion Perceptually Plausible? What makes 2D-to-3D stereo conversion perceptually plausible? Petr Kellnhofer Thomas Leimkuhler¨ Tobias Ritschel Karol Myszkowski Hans-Peter Seidel MPI Informatik a) b) c) d) e) Reference Smooth remapping Spatial blur Object removal Temporal blur Figure 1: We intentionally introduce the depth distortions typically produced by 2D-to-3D conversion into close-to-natural computer generated images (a, top) such as the one from the MPI Sintel dataset [Butler et al. 2012] where ground truth depth is available (a, bottom). User response to stereo images (b–e, top) showing typical disparity distortions (b–e, bottom) gives an indication whether a certain amount of distortion results in functional equivalence for natural images or not. According to numerical measures such as PSNR or perceptual disparity metrics, the depth is considered very different (inequality sign, bottom), whereas it is functionally equivalent (equivalence sign, top). Abstract However, it is not clear what depth fidelity is required to produce plausible disparity in natural images, which include other monocular Different from classic reconstruction of physical depth in computer cues. vision, depth for 2D-to-3D stereo conversion is assigned by humans using semi-automatic painting interfaces and, consequently, is of- In this paper we argue that physically accurate depth is not required ten dramatically wrong. Here we seek to better understand why to produce plausible disparity. Instead, we provide evidence that as it still does not fail to convey a sensation of depth. To this end, long as four main properties of the disparity hold, it is perceived as four typical disparity distortions resulting from manual 2D-to-3D plausible. First, the absolute scale of disparity is not relevant, and stereo conversion are analyzed: i) smooth remapping, ii) spatial any reasonable smooth remapping [Jones et al. 2001; Lang et al. smoothness, iii) motion-compensated, temporal smoothness, and iv) 2010; Didyk et al. 2012] is perceived equally plausible and may even completeness. A perceptual experiment is conducted to quantify the be preferred in terms of viewing comfort and realism. Therefore, we impact of each distortion on the plausibility of the 3D impression can equally well use disparity that is the same as the physical one relative to a reference without distortion. Close-to-natural videos under a smooth remapping. Second, not every detail in the scene can with known depth were distorted in one of the four above-mentioned be augmented with plausible depth information, resulting in isolated aspects and subjects had to indicate if the distortion still allows for a objects that remain 2D or lack disparity relative to their content. We plausible 3D effect. The smallest amounts of distortion that result in will see that, unless those objects are large or salient, this defect a significant rejection suggests a conservative upper bound on the often remains largely unnoticed. Third, the natural statistics of depth quality requirement of 2D-to-3D conversion. and luminance indicate that depth is typically spatially smooth, except at luminance discontinuities [Yang and Purves 2003; Merkle CR Categories: I.3.3 [Computer Graphics]: Three-Dimensional et al. 2009]. Therefore, not reproducing disparity details can be Graphics and Realism—Display Algorithms acceptable and is often not even perceived, except at luminance edges [Kane et al. 2014]. Fourth and finally, the temporal perception of disparity allows for a temporally coarse disparity map, as fine Keywords: temporal variations of disparity are not perceivable [Howard and Rogers 2012; Kane et al. 2014]. Consequently, as long as the error 1 Introduction is 2D-motion compensated [Shinya 1993], depth from one point in time can be used to replace depth at a different, nearby point in time. The majority of images and videos available is 2D, and automatic conversion to 3D is a long-standing challenge [Zhang et al. 2011]. The requirements imposed on the precise meaning of “3D” might 2 Previous work differ: For applications such as view synthesis, surveillance, au- tonomous driving, human body tracking, relighting or fabrication, In this section, we review the three main approaches for 2D-to-3D accurate physical depth is mandatory. Obviously, binocular disparity (manual, automatic and real-time), the use of luminance and depth can be computed from such accurate physical depth, allowing for edges in computational stereo, as well as perceptual modeling of the synthesis of a stereo image pair using image-based rendering. binocular and monocular depth cues. 2D-to-3D conversion Manual conversion produces high-quality results but requires human intervention, which can result in substan- tial cost. They are based on painting depth annotations [Guttmann et al. 2009] with special user interfaces [Ward et al. 2011] and prop- agation in space and time [Lang et al. 2012]. The semi-supervised method of Assa and Wolf [2007] combines cues extracted from an image with user intervention to create depth parallax. Automatic conversion does not need manual effort, but does require filtered, without causing visible depth differences. In this work, we lengthy computation to produce results of medium quality. The conduct similar experiments for natural scenes involving monocular system of Hoiem et al. [2005] infers depth from monocular images cues. by a low number of labels. Make3D [Saxena et al. 2009] is based on learning appearance features to infer depth. Both approaches show Surprisingly, depth edges appear sharp, even though human ability good results for static street-level scenes with super-pixel resolution to resolve them in space and time is low. One explanation for this but require substantial computation. Non-parametric approaches is that the perceived depth edge location is determined mostly by rely on a large collection of 3D images [Konrad et al. 2012] or 3D the position of the corresponding luminance edge [Robinson and videos [Karsch et al. 2014] that have to contain an exemplar similar MacLeod 2013]. to a 2D input. For cel animation with outlines, T-junctions have been In previous work, perception was taken into account for stereogra- shown to provide sufficient information to add approximate depth phy when disparity is given [Didyk et al. 2012], but it was routinely [Liu et al. 2013]. ignored when inferring disparity from monocular input for 2D-to-3D Real-time methods to produce disparity from 2D input videos usually conversion. Interestingly, depth discontinuities that are not accom- come at low visual quality. A simple and computationally cheap panied by luminance edges of sufficient contrast poorly contribute solution is to time-shift the image sequence independently for each to the depth perception and do not require precise reconstruction in eye, such that a space-shift provides a stereo image pair [Murata et al. stereo 3D rendering [Didyk et al. 2012]. 1998]. This requires an estimate of the camera velocity and only works for horizontal motions. For other rigid motions, structure- 3 Experiment from-motion (SfM) can directly be used to produce depth maps [Zhang et al. 2007]. SfM makes strong assumptions about the scene In this experiment we would like to find how typical 2D-to-3D stereo content such as a rigid scene with camera motion. Additionally, conversion distortions affect the plausibility of a stereo image or individual cues such as color [Cheng et al. 2010], motion [Huang movie. To this end, we intentionally reduce physical disparity in one et al. 2009] or templates [Yamada and Suzuki 2009] were combined of four aspects and collect the users’ response. into a disparity estimate in an ad-hoc fashion. Commercial 2D-to-3D solutions [Zhang et al. 2011] based on custom 3.1 Materials hardware (e. g., JVC’s IF-2D3D1 Stereoscopic Image Processor) and software (e. g., DDD’s Tri-Def-Player), reveal little about their used Stimuli Stimuli were distorted variants of a given stereo video techniques, but anecdotal testing shows the room for improvement content with known, undistorted disparity. We used four video se- [Karsch et al. 2014]. quences from the MPI Blender Sintel movie dataset [Butler et al. 2012], and the Big Buck Bunny movie by The Blender Founda- tion, which provide close-to-natural image statistics combined with Perception of luminance and depth Since luminance and depth ground-truth depth and optical flow. Additionally, we used four edges often coincide, e. g., at object silhouettes, full-resolution RGB rendered stereo image sequences with particularly discontinuous images have been used to guide depth map upsampling both in motion that are especially susceptible to temporal filtering. Stim- the spatial [Kopf et al. 2007] and the spatio-temporal [Richardt uli were presented as videos for temporal distortions and as static et al. 2012; Pajak et al. 2014] domain. Analysis of a database with frames for spatial distortions to prevent threshold elevation by pres- range images for natural scenes reveals that depth maps mostly ence of motion that would underestimate the effect for a theoretical consist of piecewise smooth patches separated by edges at object completely static scene. The scenes did not show any prominent boundaries [Yang and Purves 2003]. This property is used in depth specular areas that required special handling [Dabala et al. 2014]. compression, where depth edge positions are explicitly encoded, e. g., by using piecewise-constant or linearly-varying depth repre- Distortions were performed in linear space with a normalized range sentations between edges [Merkle et al. 2009]. This in turn leads of (0; 1). For stereo display, this normalized depth was mapped to significantly better depth-image-based rendering (DIBR) [Fehn to vergence angles corresponding to a depth range of (57; 65) cm 2004] quality compared to what is possible at the same bandwidth of surrounding a display at 60 cm distance. This distribution around MPEG-style compressed depth, which preserves more depth features the display plane reduces the vergence-accommodation conflict, at the expense of blurring depth edges.
Recommended publications
  • 2D to 3D Conversion Using Depth Estimation
    International Journal of Engineering Research & Technology (IJERT) ISSN: 2278-0181 Vol. 4 Issue 01,January-2015 2D to 3D Conversion Using Depth Estimation Hemali Dholariya Jayshree Borad Pooja Shah Archana Khakhariya Student of Student of Student of Student of Integrated M.Sc. Integrated M.Sc. Integrated M.Sc. Integrated M.Sc. (IT) (IT) (IT) (IT) At UTU University At UTU University At UTU University At UTU University Bardoli, Gujarat. Bardoli, Gujarat. Bardoli, Gujarat. Bardoli, Gujarat. Juhi Patel Teaching Assistant of Department of Computer Science and Technology At UTU University Bardoli, Gujarat. Abstract - “Image” is used to indicate the image data that is sampled, Quantized, and readily available in a form suitable for further processing by digital Computers in image processing. For high quality stereoscopic images, the conversion of 2D images to 3D achieves the growing need.Robotics branch is the main area of depth-map application. In this review paper, we relate how 2D to 3D conversion using Depth Estimation works and where it is convenient in actual world. We compare different algorithms likeMarkov Random Field(MRF), Modulation Transfer Function(MTF), Image fusion, Local Depth Hypothesis,Predicted Semantic Labels,3DTV Using DepthIJERT IJERT Map Generation and Virtual View Synthesis.We find out some issues of 2D to 3D conversion. Keywords: MRF, MTF, Image Fusion, Squeeze function,SVM Figure 1: Difference between 2D and 3D image 1. INTRODUCTION 3D Reconstructions are carry out by two ways such as, User-defined strokes correlate to a rough depth estimate values in the scene are explained for the image of interest is 1) Single image 3D Reconstruction said to be 2D to 3D conversion.
    [Show full text]
  • Real-Time 2D to 3D Video Conversion Using Compressed Video Based on Depth-From Motion and Color Segmentation
    International Journal of Latest Trends in Engineering and Technology (IJLTET) Real-Time 2D to 3D Video Conversion using Compressed Video based on Depth-From Motion and Color Segmentation N. Nivetha Research Scholar, Dept. of MCA, VELS University, Chennai. Dr.S.Prasanna, Asst. Prof, Dept. of MCA, VELS University, Chennai. Dr.A.Muthukumaravel, Professor & Head, Department of MCA, BHARATH University, Chennai. Abstract :- This paper provides the conversion of two dimensional (2D) to three dimensional (3D) video. Now-a-days the three dimensional video are becoming more popular, especially at home entertainment. For converting 2D to 3D, the conversion techniques are used so able to deliver the 3D videos efficiently and effectively. In this paper, block matching based depth from motion estimation and color segmentation is used for presenting the video conversion scheme i.e., automatic monoscopic video to stereoscopic 3D.To provide a good region boundary information the color based segmentation is used for fuse with block-based depth map for assigning good depth values in every segmented region and eliminating the staircase effect. The experimental results can achieve 3D stereoscopic video output is relatively high quality manner. Keywords - Depth from Motion, 3D-TV, Stereo vision, Color Segmentation. I. INTRODUCTION 3DTV is television that conveys depth perception to the viewer by employing techniques such as stereoscopic display, multiview display, 2D-plus depth, or any other form of 3D display. In 2010, 3DTV is widely regarded as one of the next big things and many well-known TV brands such as Sony and Samsung were released 3D- enabled TV sets using shutter glasses based 3D flat panel display technology.
    [Show full text]
  • Research Article
    z Available online at http://www.journalcra.com INTERNATIONAL JOURNAL OF CURRENT RESEARCH International Journal of Current Research Vol. 8, Issue, 03, pp.27460-27462, March, 2016 ISSN: 0975-833X RESEARCH ARTICLE A NOVEL APPROACH: 3D CALLING USING HOLOGRAPHIC PRISMS *Sonia Sylvester D’Souza, Aakanksha Arvind Angre, Neha Vijay Nakadi, Rakesh Ramesh More and Sneha Tirth KJ Trinity College of Engineering and Research, Pune, India ARTICLE INFO ABSTRACT Article History: Today, everything from gaming to entertainment, medical sciences to business applications are using Received 20th December, 2015 the 3D technology to capture, store and view the available media. One such technology is holography Received in revised form -It allows a coherent image to be captured in three dimensions, using the Refraction properties of 28th January, 2016 th light. Hence we are proposing a system which will provide a 3D calling service wherein a real-time Accepted 20 February, 2016 2D video will be converted to a three dimensional form which will be diffracted through the edges of Published online 16th March, 2016 the prism. The prism will be constructed along with the system. Two users who wish to communicate Key words: using this 3D calling service need to be equipped with latest smart phones having front cameras and speaker phones. Holography provides the users with a comfortable and natural like viewing Holography, experience, so this technology can be very promising and cost-effective for future commercial Prisms, Refraction, displays. 3D video, Depth cues. Copyright © 2016, Sonia Sylvester D’Souza et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
    [Show full text]
  • Tessa Bosschem Low-Complexity Techniques for 2D-To-3D Conversion
    Low-complexity techniques for 2D-to-3D conversion Tessa Bosschem Promotor: prof. dr. ir. Rik Van de Walle Begeleiders: ir. Sebastiaan Van Leuven, ir. Glenn Van Wallendael Masterproef ingediend tot het behalen van de academische graad van Master in de ingenieurswetenschappen: computerwetenschappen Vakgroep Elektronica en Informatiesystemen Voorzitter: prof. dr. ir. Jan Van Campenhout Faculteit Ingenieurswetenschappen en Architectuur Academiejaar 2010-2011 Low-complexity techniques for 2D-to-3D conversion Tessa Bosschem Promotor: prof. dr. ir. Rik Van de Walle Begeleiders: ir. Sebastiaan Van Leuven, ir. Glenn Van Wallendael Masterproef ingediend tot het behalen van de academische graad van Master in de ingenieurswetenschappen: computerwetenschappen Vakgroep Elektronica en Informatiesystemen Voorzitter: prof. dr. ir. Jan Van Campenhout Faculteit Ingenieurswetenschappen en Architectuur Academiejaar 2010-2011 Acknowledgments During the realization of this thesis I have been accompanied and helped by many people. It is now a great pleasure to have the opportunity to thank them. First of all, I would like to show my gratitude to my promoter Rik Van de Walle and my supervisors Sebastiaan Van Leuven, Glenn Van Wallendael and Jan De Cock. Their encouragement, guidance and enthusiasm enabled me to develop an understanding of the subject. Without their help and good advice this dissertation would not have been possible. I also owe my gratitude to the people of the Vlaamse Radio- en Televisieomroep (VRT), for providing me the necessary material in order for my thesis to succeed. I wish to thank my friends, who supported me during the dicult times and provided emotional support whenever necessary. Last but not least, it is an honor for me to thank my family, my parents and my sister, for helping me in every possible way and for supporting me from the beginning until the end.
    [Show full text]
  • 2D to 3D Conversion in 3DTV Using Depth Map Generation and Virtual View Synthesis
    3rd International Conference on Multimedia Technology(ICMT 2013) 2D to 3D Conversion in 3DTV Using Depth Map Generation and Virtual View Synthesis Cheolkon Jung1, Xiaohua Zhu1, Lei Wang1, Tian Sun1, Mingchen Han2, Biao Hou1, and Licheng Jiao1 Abstract. 2D to 3D conversion is an important task in 3DTV due to the lack of 3D contents. In this paper, we propose a novel framework of the 2D to 3D video conversion. The proposed framework consists of two main stages: depth map gen- eration and virtual view synthesis. In the depth map generation, motion and rela- tive-height cues are effectively used to generate depth maps. In the virtual view synthesis, depth-image-based-rendering (DIBR) is adopted to generate the left and right virtual views from the depth maps. Experimental results demonstrate that the proposed 2D to 3D conversion is very effective in generating depth maps and pro- viding realistic 3D effects. Keywords: 2D to 3D conversion, 3DTV, depth-image-based-rendering, motion parallax, depth map generation, relative height, virtual view synthesis. 1 Introduction 3DTV provides realistic 3D effects to viewers by employing stereoscopic contents compared with 2D videos. This technology can be used in various applications, including games, education, films, etc. Hence, 3DTV is expected to have the do- minant market of the next generation digital TV. However, the promotion of 3DTV is constrained by the lack of stereoscopic contents. There are several ap- proaches for generating stereoscopic contents. It is a common way that the 3D videos are captured by stereoscopic cameras which is a type of camera with two or more lens.
    [Show full text]
  • 2D to 3D Conversion of Sports Content Using Panoramas
    2011 18th IEEE International Conference on Image Processing 2D TO 3D CONVERSION OF SPORTS CONTENT USING PANORAMAS Lars Schnyder, Oliver Wang, Aljoscha Smolic Disney Research Zurich, Zurich, Switzerland ABSTRACT background panorama with depth for each shot (a series of sequen- tial frames belonging to the same camera) and modelling players as Given video from a single camera, conversion to two-view stereo- billboards. scopic 3D is a challenging problem. We present a system to auto- Our contribution is a rapid, automatic, temporally stable and ro- matically create high quality stereoscopic video from monoscopic bust 2D to 3D conversion method that can be used for far-back field- footage of field-based sports by exploiting context-specific pri- based shots, which dominate viewing time in many sports. For low- ors, such as the ground plane, player size and known background. angle, close up action, a small number of real 3D cameras can be Our main contribution is a novel technique that constructs per-shot used in conjunction with our method to provide full 3D viewing of a panoramas to ensure temporally consistent stereoscopic depth in sporting event at reduced cost. For validation, we use our solution to video reconstructions. Players are rendered as billboards at correct convert one view from ground-truth, professional-quality recorded depths on the ground plane. Our method uses additional sports pri- stereo sports footage, and provide visual comparisons between the ors to disambiguate segmentation artifacts and produce synthesized two. In most cases, our results are visually indistinguishable from 3D shots that are in most cases, indistinguishable from stereoscopic the ground-truth stereo.
    [Show full text]
  • State-Of-The Art Motion Estimation in the Context of 3D TV
    State-of-the Art Motion Estimation in the Context of 3D TV ABSTRACT Progress in image sensors and computation power has fueled studies to improve acquisition, processing, and analysis of 3D streams along with 3D scenes/objects reconstruction. The role of motion compensation/motion estimation (MCME) in 3D TV from end-to-end user is investigated in this chapter. Motion vectors (MVs) are closely related to the concept of disparities and they can help improving dynamic scene acquisition, content creation, 2D to 3D conversion, compression coding, decompression/decoding, scene rendering, error concealment, virtual/augmented reality handling, intelligent content retrieval and displaying. Although there are different 3D shape extraction methods, this text focuses mostly on shape-from-motion (SfM) techniques due to their relevance to 3D TV. SfM extraction can restore 3D shape information from a single camera data. A.1 INTRODUCTION Technological convergence has been prompting changes in 3D image rendering together with communication paradigms. It implies interaction with other areas, such as games, that are designed for both TV and the Internet. Obtaining and creating perspective time varying scenes are essential for 3D TV growth and involve knowledge from multidisciplinary areas such as image processing, computer graphics (CG), physics, computer vision, game design, and behavioral sciences (Javidi & Okano, 2002). 3D video refers to previously recorded sequences. 3D TV, on the other hand, comprises acquirement, coding, transmission, reception, decoding, error concealment (EC), and reproduction of streaming video. This chapter sheds some light on the importance of motion compensation and motion estimation (MCME) for an end-to-end 3D TV system, since motion information can help dealing with the huge amount of data involved in acquiring, handing out, exploring, modifying, and reconstructing 3D entities present in video streams.
    [Show full text]
  • CASE STUDY - Beauty and the Beast 3D Benefits of 3D Viewing for 2D to 3D Conversion
    CASE STUDY - Beauty and the Beast 3D Benefits of 3D Viewing for 2D to 3D Conversion Tara Handy Turner Stereoscopic Technology Lead, Beauty and the Beast 3D Walt Disney Animation Studios, 500 South Buena Vista Street, Burbank, CA, USA 91521 ABSTRACT From the earliest stages of the Beauty and the Beast 3D conversion project, the advantages of accurate desk-side 3D viewing was evident. While designing and testing the 2D to 3D conversion process, the engineering team at Walt Disney Animation Studios proposed a 3D viewing configuration that not only allowed artists to “compose” stereoscopic 3D but also improved efficiency by allowing artists to instantly detect which image features were essential to the stereoscopic appeal of a shot and which features had minimal or even negative impact. At a time when few commercial 3D monitors were available and few software packages provided 3D desk-side output, the team designed their own prototype devices and collaborated with vendors to create a “3D composing” workstation. This paper outlines the display technologies explored, final choices made for Beauty and the Beast 3D, wish-lists for future development and a few rules of thumb for composing compelling 2D to 3D conversions. Keywords: Disney, Beauty, Beast, 3D, Conversion, 2D/3D, Viewing, Monitor 1. INTRODUCTION The idea to convert Disney’s animated classic Beauty and the Beast (Figure 1) to stereoscopic 3D began to take shape in late 2007. Walt Disney Studios had become a leader in the rebirth of stereoscopic 3D filmmaking for both animated and live-action films and had embraced advancing the art to a higher level.
    [Show full text]
  • Converting 2D Video to 3D: an Efficient Path to a 3D Experience Multimedia at Work
    [3B2-9] mmu2011040012.3d 24/10/011 12:55 Page 12 Wenjun Zeng Multimedia at Work University of Missouri-Columbia Converting 2D Video to 3D: An Efficient Path to a 3D Experience Xun Cao ide-scale deployment of 3D video tech- development in home entertainment since Tsinghua University Wnologies continues to experience rapid high-definition TV. Yet, aside from the wide growth in such high-visibility areas as cinema, availability of theatrical 3D productions, there’s Alan C. Bovik TV, and mobile devices. Of course, the visual- still surprisingly little 3D content (3D image University of ization of 3D videos is actually a 4D experience, and video) in view of the tremendous number Texas at Austin because three spatial dimensions are perceived of 3D displays that have been produced and as the video changes over the fourth dimension sold. The lack of good-quality 3D content has Yao Wang of time. However, because it’s common to de- become a severe bottleneck to the growth of Polytechnic Institute scribe these videos as simply ‘‘3D,’’ we shall the 3D industry. of New York do the same, and understand that the time di- There is, of course, an enormous amount of University mension is being ignored. So why is 3D sud- high-quality 2D video content available, and denly so popular? For many, watching a 3D it’s alluring to think that this body of artistic Qionghai Dai video allows for a highly realistic and immer- and entertainment data might be converted Tsinghua University sive perception of dynamic scenes, with more into 3D formats of similar high quality.
    [Show full text]
  • Impacts of Stereoscopic Vision
    2D to stereoscopic 3D conversion Technical Information 9/2011 Impacts of stereoscopic vision: Basic rules for good 3D and avoidance of visual discomfort Conflicts of depth cues, binocular rivalry and how to avoid it or “fix it in post” No matter if “native” 3D or conversion from 2D to stereoscopic 3D, good 3D must not only have a high technical quality but also reduce visual discomfort by taking all aspects of the binocular vision system into account. This is essential for the consumer’s 3D experience and thus for the success of the hardware- and the entertainment industries with this new format. This report will initially review the human vision system in depth in order to understand why stereoscopic imagery can cause eye fatigue, headache or sickness. Then, the main conflicts of depth cues and binocular rivalry are described in detail. Finally, the last section addresses how these stereoscopic artefacts can be avoided or possibly fixed in a 3D live production (“native 3D”), a high-quality 2D-to-3D conversion and in a real-time conversion process. 1 The human vision system and the perception of depth 1.1 The monocular and binocular field of view When capturing a 3D environment with a standard 2D camera, the depth information is lost. Humans have two eyes that capture their environment from two slightly different perspectives. The normal human eye distance ranges between 63 and 65 mm. The human brain processes the visual information and generates a stereoscopic depth perception. The following figure shows a cross sectional area of the head with the visual cortex, the visual nerve system and the monocular and binocular field of view.
    [Show full text]
  • Tracking Based 3D Visualization from 2D Videos
    Tracking Based 3D Visualization from 2D Videos Quan Wang, Yang Li, Chandroutie Sankar ECSE, Rensselaer Polytechnic Institute, Troy, NY, USA December 2010 Abstract In this project, we established a framework to convert 2D videos to pseudo 3D videos. Our basic idea is to track the moving objects in the video and separate them from the background. Then we give different depth information to the objects and the background, and visualize them in 3D. In tracking, we applied Kalman Filtering and proposed two objects tracking approaches: Feature Point Based Tracking and Edge Based Tracking. The performance of both approaches is evaluated, and relative concerns during the practical implementation have been discussed. Based on the tracking results, we successfully separated objects from the background. We applied two methods to implement the 3D visualization. The first one is using color filter 3D glasses to display different color images for each of the two eyes, which has very good results. The other method to see 3D effects is autostereogram, which is also known as naked eye 3D. We also get some results for autostereogram, but it is usually difficult to train one’s eyes to see the 3D effect. Keywords: Kalman Filtering, edge detection, object tracking, color filter glasses, autostereogram 1 Introduction 3D visualization is becoming more and more popular in our daily life. Its applications include 3D films, 3D video games, and other entertainment. The allure of 3D videos is that these videos are more vivid and immersive; i.e. they allow the audience to become more involved in the video rather than being a passive observer.
    [Show full text]
  • Here and Jon Golden
    The National Stereoscopic Association is an incorporated, non-profit/ educational tax-exempt organization founded in 1974� The goals of the association are to promote the study, collection and use of stereographs, stereo cameras and related materials; to provide a forum for collectors and students of stereoscopic history; to promote the practice of stereo photography; to encourage the use of stereoscopy in the fields of visual arts and technology and to foster the appreciation of the stereograph Welcome to the 34th NSA convention! as a visual history record� Much of this is done through Stereo World magazine, the NSA website: http://stereoview�org and hosting the For the first time the convention is being held in the Great Lakes State� World’s Largest 3-D Stereo Trade Show and Convention annually� Grand Rapids is a vibrant community with a broad assortment of activities to suit many tastes, much of it within walking distance of the hotel� We Special Thanks have a full schedule including workshops, exhibits, the Stereo Theater LeRoy Barco ������������������������������������������������������������������������������������������������Registration Bags and the Trade Fair� While we have attempted to schedule everything for Christie Digital - A world Leader in Visual Solutions............................... Digital Projectors your convenience it will be difficult to do and see all. Don’t let that stop Rich Dubnow and Image3D ......................................................................................VM Reels you from trying! With your schedule and a good pair of walking shoes Jon Golden and 3D Concepts RBT mounts for Shooting Grand Rapids .................................. you’ll be surprised how much you can take in� I do hope you will allow a John Jerit and American Paper Optics..................................................................3D glasses Bill Moll.............................................................................................
    [Show full text]