A Classification of Visual Depth Cues, 3D Display Technologies and Their Applications

Total Page:16

File Type:pdf, Size:1020Kb

A Classification of Visual Depth Cues, 3D Display Technologies and Their Applications Proceedings of the Fourteenth Australasian User Interface Conference (AUIC2013), Adelaide, Australia Making 3D Work: A Classification of Visual Depth Cues, 3D Display Technologies and Their Applications Mostafa Mehrabi, Edward M. Peek, Burkhard C. Wuensche, Christof Lutteroth Graphics Group, Department of Computer Science University of Auckland [email protected], [email protected], [email protected], [email protected] Abstract This success motivated researchers to develop new 3D 3D display technologies improve perception and display techniques with improved performance and for interaction with 3D scenes, and hence can make new application fields (Planar3D 2012). This process applications more effective and efficient. This is achieved continues as more complex and more realistic display by simulating depth cues used by the human visual techniques are being researched (Favalora 2005). system for 3D perception. The type of employed depth Different 3D display technologies are suitable for cues and the characteristics of a 3D display technology different applications depending on their characteristics affect its usability for different applications. In this paper and the depth cues that they simulate (McAllister 1993, we review, analyze and categorize 3D display Okoshi 1976). Therefore, a developer must be familiar technologies and applications, with the goal of assisting with these techniques in order to make an informed application developers in selecting and exploiting the choice about which one to use for a specific application. most suitable technology. Characterizing 3D display techniques in terms of which Our first contribution is a classification of depth cues applications they are suited for is not easy as the that incorporates their strengths and limitations. These information regarding their limitations, constraints and factors have not been considered in previous capabilities is much dispersed. contributions, but they are important considerations when Earlier contributions (Pimenta and Santos 2010) have selecting depth cues for an application. The second categorized depth cues and 3D display technologies; contribution is a classification of display technologies that however there is no information provided about the highlights their advantages and disadvantages, as well as significance of each of the depth cues, and the their requirements. We also provide examples of suitable advantages, disadvantages and constraints of display applications for each technology. This information helps techniques are not discussed. Furthermore, no guidelines system developers to select an appropriate display are provided about which display technology is most technology for their applications. suitable for a specific use-case. Keywords: classification, depth cues, stereo perception, In this paper, we address the following two research 3D display technologies, applications of 3D display questions: technologies 1. What are the limitations of the depth cues of the human visual system? 1 Introduction 2. What applications is each 3D display The first attempts for creating 3D images started in the technology suitable for? late 1880s aided by an increasing understanding of the To answer question 1, we have analysed the seminal human visual perception system. The realization that the references in that area (McAllister 1993, Okoshi 1976), in visual system uses a number of depth cues to perceive addition to references from art and psychology, and used and distinguish the distance of objects in their them to build a new classification of depth cues. To environment encouraged designers to use the same answer question 2, we have analysed the most common principles to trick the human brain into the illusion of a display technologies (Planar3D 2012, Dzignlight Studios 3D picture or animation (Limbchar 1968). 2012) and the common characteristics of the applications Moreover, the realism 3D display techniques add to they can be used for. The result is a classification of 3D images dramatically improved research, education and display technologies in terms of their depth cues, practice in a diverse range of fields including molecular advantages and disadvantages, and suitable application modelling, photogrammetry, medical imaging, remote domains. surgery, pilot training, CAD and entertainment Section 2 describes the classification of depth cues. (McAllister 1993). Section 3 describes the classification of display technologies. Section 4 establishes a link between the Copyright © 2013, Australian Computer Society, Inc. This display technologies and the applications they are paper appeared at the 14th Australasian User Interface appropriate for. Section 5 concludes the paper. Conference (AUIC 2013), Adelaide, Australia. Conferences in Research and Practice in Information Technology (CRPIT), Vol. 2 Depth Cues 139. Ross T. Smith and Burkhard Wünsche, Eds. Reproduction Depth cues are information from which the human brain for academic, not-for-profit purposes permitted provided this text is included. perceives the third visual dimension (i.e. depth or 91 CRPIT Volume 139 - User Interfaces 2013 distance of objects). Each display technique simulates artificial vision systems, e.g. in robotics, use this cue only some of the depth cues. Thus, evaluating their alone to calculate depth (Xiong and Shafer 1993). usability for a specific application requires knowing the importance of depth cues with respect to that application. 2.2 Psychological Depth Cues Visual depth cues can be classified into two major All of the psychological depth cues are monocular. In the categories: physiological and psychological depth cues. following we briefly describe all of them (McAllister Both are described in the following, and summarized in 1993, Okoshi 1976, Howard 2012, Bardel 2001). Table 1 (McAllister 1993, Okoshi 1976). Retinal Image Size. If our brain is familiar with the actual size of an object, it can estimate its distance by 2.1 Physiological Depth Cues considering its perceived size with respect to its actual The process of perceiving depth via physiological depth known size. cues can be explained using physics and mathematics. Linear Perspective. In a perspective projection parallel That is, it is possible to calculate the depth of objects if lines appear closer as they move towards the horizon and the values for some of the important physiological depth finally converge at infinity. This depth cue is one of the cues are available (e.g. using triangulation for binocular most frequently used ones to express depth in computer parallax values). For this reason, phys. depth cues are graphics renderings. used for applications that simulate human 3D perception, Texture Gradient. Details of surface textures are clearer such as in robotics to estimate the distance of obstacles when the surface is close, and fade as the surface moves (Xiong and Shafer 1993, Mather 1996). further away. Some psychologists classify linear Physiological depth cues are either binocular (i.e. perspective as a type of texture gradient (Bardel 2001, information from both the eyes is needed for perceiving Mather 2006). depth) or monocular (i.e. information from only one eye Overlapping (Occlusion). Our brain can perceive exact is sufficient to perceive depth). In the following we information about the distance order of objects, by describe different phys. depth cues. recognizing objects that overlap or cover others as closer, Accommodation. The focal lengths of the lenses of the and the ones that are overlapped as farther (Gillam and eyes change in order to focus on objects in different Borsting 1988). distances. This depth cue is normally used in combination Aerial Perspective. Very distant objects appear hazy and with convergence as it is a weak depth cue. It can only faded in the atmosphere. This happens as a result of small provide accurate information about the distance of objects particles of water and dust in the air (O’Shea and that are close to the viewer (Howard 2012). Blackburn 1994). Convergence is the angle by which our eyes converge Shadowing and Shading. Objects that cast shadow on when focusing on an object. This depth cue provides other objects are generally perceived to be closer accurate information about the distance of objects. (shadowing). Moreover, objects that are closer to a light However, the convergence angle gets close to zero as an source have a brighter surface compared to those which object moves further away, eliminating the cue for large are farther (shading). However, many psychologists do distances (i.e. convergence angle is asymptotic to not consider this as a depth cue because shadows only distance) (Howard 2012). specify the position of an object relative to the surface the Binocular Parallax. Our eyes are positioned shadow is cast on, and additional, more accurate approximately 50-60mm away from each other (Oian estimations of distance are needed from other depth cues 1997). Thus, they see images with slightly different (e.g. texture gradient) (Bardel 2001). perspectives. Two slightly different images are fused in Colour. Different wavelengths are refracted at different the brain and provide 3D perception. Every 3D display angles in the human eye. Thus, objects with different system must simulate this depth cue, as it is the most colours appear at different distances. Therefore, the important one (McAllister 1993). results obtained from this depth cue are not reliable Monocular Movement (Motion) Parallax. Objects that are (McAllister
Recommended publications
  • Dolby 3D Brochure
    Dolby 3D Makes Good Business Sense Premium Quality Dolby 3D provides a thrilling audience experience and a powerful box-office attraction. It’s also more cost-effective and better Widely recognized as producing the best 3D image, Dolby for the environment than systems that use disposable glasses. Another key feature: Dolby 3D is part of an integrated suite of 3D provides an amazingly sharp picture with brighter, more Dolby Digital Cinema products from a company with over 40 years of cinematic innovation. natural colors—giving your audiences an unparalleled 3D experience they’ll want to return for again and again. Keep More 3D Profit Dolby 3D Return on Investment Dolby 3D is a one-time investment—no annual licensing fees ROI or revenue sharing. In fact, a complete Dolby 3D system generally pays for itself after only a few 3D releases. You $80K keep more of the additional revenues generated with Dolby $60K Flexible 3D and your ROI continues to improve over time. $40K Dolby 3D wows audiences on any screen—either on $20K traditional white screens or on silver screens, allowing Durable and Eco-Friendly for greater scheduling flexibility. Easily switch between Engineered to resist damage and hold their shape, Dolby 3D $0 2D and 3D, and move films from one auditorium to glasses deliver a comfortable fit and the highest quality 3D ($20K) another without screen restrictions. experience for hundreds of uses, without ending up in landfills like disposables. Reduce, reuse, recycle—it's good ($40K) for business. 1 5 10 15 Number of Dolby 3D Releases* World-Class Support Dolby provides comprehensive support for our 3D solution, *Based on 7,500 admissions per title.
    [Show full text]
  • Dolby 3D Installation Manual
    Dolby® 3D Installation Manual Issue 2 Part Number 9110260 Dolby Laboratories, Inc. Corporate Headquarters Dolby Laboratories, Inc. 100 Potrero Avenue San Francisco, CA 94103‐4813 USA Telephone 415‐558‐0200 Fax 415‐863‐1373 www.dolby.com European Headquarters Dolby Laboratories, Inc. Wootton Bassett Wiltshire SN4 8QJ England Telephone 44‐1793‐842100 Fax 44‐1793‐842101 DISCLAIMER OF WARRANTIES: EQUIPMENT MANUFACTURED BY DOLBY LABORATORIES IS WARRANTED AGAINST DEFECTS IN MATERIALS AND WORKMANSHIP FOR A PERIOD OF ONE YEAR FROM THE DATE OF PURCHASE. THERE ARE NO OTHER EXPRESS OR IMPLIED WARRANTIES AND NO WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, OR OF NONINFRINGEMENT OF THIRD‐PARTY RIGHTS (INCLUDING, BUT NOT LIMITED TO, COPYRIGHT AND PATENT RIGHTS). LIMITATION OF LIABILITY: IT IS UNDERSTOOD AND AGREED THAT DOLBY LABORATORIES’ LIABILITY, WHETHER IN CONTRACT, IN TORT, UNDER ANY WARRANTY, IN NEGLIGENCE, OR OTHERWISE, SHALL NOT EXCEED THE COST OF REPAIR OR REPLACEMENT OF THE DEFECTIVE COMPONENTS OR ACCUSED INFRINGING DEVICES, AND UNDER NO CIRCUMSTANCES SHALL DOLBY LABORATORIES BE LIABLE FOR INCIDENTAL, SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, DAMAGE TO SOFTWARE OR RECORDED AUDIO OR VISUAL MATERIAL), COST OF DEFENSE, OR LOSS OF USE, REVENUE, OR PROFIT, EVEN IF DOLBY LABORATORIES OR ITS AGENTS HAVE BEEN ADVISED, ORALLY OR IN WRITING, OF THE POSSIBILITY OF SUCH DAMAGES. Dolby and the double‐D symbol are registered trademarks of Dolby Laboratories. All other trademarks Part Number 9110260 remain the property of their respective owners. Issue 2 © 2008 Dolby Laboratories. All rights reserved. S08/18712/19863 ii Dolby® 3D Installation Manual Regulatory Notices FCC NOTE: This equipment has been tested and found to comply with the limits for a Class A digital device, pursuant to Part 15 of the FCC Rules.
    [Show full text]
  • Audiovisual Spatial Congruence, and Applications to 3D Sound and Stereoscopic Video
    Audiovisual spatial congruence, and applications to 3D sound and stereoscopic video. C´edricR. Andr´e Department of Electrical Engineering and Computer Science Faculty of Applied Sciences University of Li`ege,Belgium Thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (PhD) in Engineering Sciences December 2013 This page intentionally left blank. ©University of Li`ege,Belgium This page intentionally left blank. Abstract While 3D cinema is becoming increasingly established, little effort has fo- cused on the general problem of producing a 3D sound scene spatially coher- ent with the visual content of a stereoscopic-3D (s-3D) movie. The percep- tual relevance of such spatial audiovisual coherence is of significant interest. In this thesis, we investigate the possibility of adding spatially accurate sound rendering to regular s-3D cinema. Our goal is to provide a perceptually matched sound source at the position of every object producing sound in the visual scene. We examine and contribute to the understanding of the usefulness and the feasibility of this combination. By usefulness, we mean that the technology should positively contribute to the experience, and in particular to the storytelling. In order to carry out experiments proving the usefulness, it is necessary to have an appropriate s-3D movie and its corresponding 3D audio soundtrack. We first present the procedure followed to obtain this joint 3D video and audio content from an existing animated s-3D movie, problems encountered, and some of the solutions employed. Second, as s-3D cinema aims at providing the spectator with a strong impression of being part of the movie (sense of presence), we investigate the impact of the spatial rendering quality of the soundtrack on the reported sense of presence.
    [Show full text]
  • International CES Final Report
    2013 International CES January 6-11, 2013 Final Report presented by THE MEDIA PROFESSIONAL’S INSIDE PERSPECTIVE 2 2013 International Consumer Electronics Show This Report is Made Possible With the Support of our Executive Sponsors www.ETCentric.org © 2013 etc@usc 2013 International Consumer Electronics Show 3 INTRODUCTION The following report is the Entertainment Technology Center’s post show analy- sis of the 2013 International CES. To access the videos and written reports that were posted live during the show, please visit: http://www.etcentric.org/. Over the course of one week, January 6-11, 2013, the Entertainment Technology Center tracked the most interesting and breaking entertainment technology news coming out of this year’s event. The ETC team reported on new product announcements, evolving industry trends and whisper suite demonstrations. Reports were made available via ETC’s collaborative online destination for enter- tainment media news and commentary, ETCentric: The Media Professional’s Inside Exchange; its accompanying email newsletter, The Daily Bullet; and social networks Facebook and Twitter. The result was nearly 100 postings over a 7-day period (in addition to dozens of pre-show posts). Those stories from the site, rounded out with after-show research and observations, formed the basis for this report. We hope you find the reports useful in putting your finger on the pulse of consumer entertainment technology. As always, we are looking for feedback from you on ETCentric and this report. Please send your comments to [email protected].
    [Show full text]
  • A GPU Based Particle System for Rain and Snow
    ABSTRACT HUSSAIN, SYED ASIF. Stereoscopic, Real-time, and Photorealistic Rendering of Natural Phenomena – A GPU based Particle System for Rain and Snow. (Under the direction of Dr. David F.McAllister and Dr. Edgar Lobaton.) Natural phenomena exhibit a variety of forms such as rain, snow, fire, smoke, fog, and clouds. Realistic stereoscopic rendering of such phenomena have implications for scientific visualization, entertainment, and the video game industry. However, among all natural phenomena, creating a convincing stereoscopic view of a computer generated rain or snow, in real-time, is particularly difficult. Moreover, the literature in rendering of precipitation in stereo is non-existent and research in stereo rendering of other natural phenomenon is sparse. A survey of recent work in stereo rendering of natural phenomenon, such as vegetation, fire, and clouds, is done to analyze how stereoscopic rendering is implemented. Similarly, a literature review of monoscopic rendering of rain and snow is completed to learn about the behavior and distribution of particles in precipitation phenomena. From these reviews, it is hypothesized that the monoscopic rendering of rain or snow can be extended to stereo with real-time and photorealistic results. The goal of this study is to validate this hypothesis and demonstrate it by implementing a particle system using a graphics processing unit (GPU). The challenges include modeling realistic particle distributions, use of illumination models, and the impact of scene dynamics due to environmental changes. The modern open graphics library shading language (GLSL) and single instruction multiple threads (SIMT) architecture is used to take advantage of data-parallelism in a graphics processor.
    [Show full text]
  • Dolby 3D for Glasses-Free TV and Devices — Preliminary Table of Contents
    WHITE PAPER — PRELIMINARY Dolby® 3D for Glasses-Free TV and Devices Overview Three-dimensional television (3D TV) offers tremendous market potential, but up to now, the annoyance of the required glasses has limited consumer viewing and slowed adoption. The real future of consumer 3D as an everyday experience that can truly tap into the market lies with glasses-free viewing. While the industry as a whole acknowledges this, glasses-free technology to date has had its own problems, generally suffering from restricted viewing positions and distracting visual artifacts. Dolby® 3D changes that. It is a collection of processing and coding techniques brought to market through a collaboration between Dolby and Philips. The companies recently presented the Dolby 3D suite of innovative technologies to the public, garnering industry awards and accolades. 3D content is consumed from a variety of sources such as packaged media, broadcasts, and over the top (OTT) streaming. It is viewed on a variety of devices, increasingly including display devices equipped with advanced optical lenses that enable glasses-free viewing. When the Dolby 3D suite of technologies is implemented in devices along the path that 3D content takes to glasses-free 3D displays, Dolby ensures that the viewer’s experience will surpass any previous 3D TV experience. The underlying architectures of these devices must accommodate the complexities of Dolby 3D processing specifications, which are key to ensuring that 3D perception consistently meets the expectations of sophisticated consumers. But what is this underlying technology? How is it feasible in architectures prevalent today? When will all the pieces of the ecosystem come together? This white paper answers these questions in depth.
    [Show full text]
  • Stereoscopic Media
    Stereoscopic media Digital Visual Effects Yung-Yu Chuang 3D is hot today 3D has a long history • 1830s, stereoscope • 1920s, first 3D film, The Power of Love projected dual-strip in the red/green anaglyph format • 1920s, teleview system Teleview was the earliest alternate-frame seqqguencing form of film ppjrojection. Through the use of two interlocked projectors, alternating left/right frames were projected one after another in rapid succession. Synchronized viewers attached to the arm-rests of the seats in the theater open and closed at the same time, and took advantage of the viewer's persistence of vision, thereby creating a true stereoscopic image. 3D has a long history • 1950s, the "golden era" of 3-D • The attempts filfaile d because immature technology results in viewer discomfort. • 1980s, rebirth of 3D, IMAX Why could 3D be successful today? • It finally takes off until digital processing makes 3D films both easier to shoot and watch. • New technology for more comfortable viewing experiences – Accurately-adjustable 3D camera rigs – Digital processing and post-shooting rectification – Digital projectors for accurate positioning – Polarized screen to reduce cross-talk 3D TVs Computers Notebooks Game consoles Nintendo 3DS HTC EVO 3D 3D contents (()games) 3D contents (()films) 3D contents (()broadcasting) 3D cameras Fu ji R eal3D W1 and W3 ($600) Sony HDR-TD10E Outline • Human depth perception • 3D disp lays • 3D cinematography • Stereoscopic media postprocessing Human depth perception Space perception • The ability to perceive and interact with the structure of space is one of the fundamental goals of the visual system. • Our visual system reconstructs the world from two non- Euclidean inputs, the two distinct retinal images.
    [Show full text]
  • D-Cinema Equipment Frequently Asked Questions
    D-Cinema Equipment Frequently Asked Questions These FAQs have been kindly provided by the author as a companion to the forthcoming publication Digital Archival Projection – an extension to “The Advanced Projection Manual” (Oslo/Brussels 2006) by Torkell Sætervadet Background In 2006, FIAF and The Norwegian Film Institute jointly published “The Advanced Projection Manual” (APM), written by the Norwegian cinema technology specialist, Mr. Torkell Sætervadet. Since its publication, the manual has become a popular guide in the craft of projecting film classics with modern equipment among film archives and cinematheques. Even though the book was film centric, it also included an extensive chapter on electronic and digital projection. The field of D-cinema has seen a rapid development since the book was published, however, and the long awaited paradigm change from film to digital has finally taken place. To address the new challenges that the archival cinemas are experiencing, FIAF’s Programming and Access to Collections Commission (PAC) contacted the author in 2011 with the aim to encourage an extension to the APM. The author agreed to move forward given that sufficient funding was put in place to ensure publication on paper as well as in digital form. Funding and publishing The author applied for funding from The Norwegian Film Institute’s funding programme “Funding for activities supporting film culture”, and approximately 45 percent of the total budget was initially granted in July 2011. The FIAF PAC has signalled a positive interest in a pre-purchase of the booklet, securing another 33 percent of the budget, and the author hopes for further funding from the NFI once the first draft of the text is complete.
    [Show full text]
  • Dolby 3D Digital Cinema Overview Brochure
    The Future of 3D Is Now Already proving itself as a powerful and growing box-office Compared to the film-based 3D systems that came and went attraction, Dolby® 3D Digital Cinema engages audiences in 50 years ago, today’s Dolby 3D Digital Cinema offers more something much richer and more compelling than they’re compelling realism, less complex theatre installations, and used to seeing in the movie theatre. Events onscreen seem an easier path to creating and distributing 3D content. And closer to real life—even larger than life. In fact, Dolby 3D it offers a combination of performance and practicality that Digital Cinema offers moviegoers an experience so vivid and is unique among today’s 3D technologies. enthralling, they’re choosing 3D over 2D presentations when given the choice, and they keep coming back for more. The Right Choice Converting to 3D digital is an important commitment, so you want to be sure you’re making the right choice. Dolby 3D Digital Cinema is an extension of Dolby Digital Cinema, an established, reliable technology. It delivers an impressive 3D experience that provides realistic color and a sharp, clear image from every seat in the house, even in the back row and in the aisles. It’s practical, cost-effective, and straightforward to install and operate. The new technology behind Dolby 3D Digital Cinema requires only a few additional components in theatres already equipped for digital projection: A rotating filter wheel assembly installed in your existing projector inserts between the lamp and picture element for 3D and retracts for 2D.
    [Show full text]
  • Atelier 3D 20/04/2011
    Clubs IBM Photo + Video + Micro Atelier 3D 20/04/2011 ChristopheChristophe DentingerDentinger Sommaire de l’Atelier 3D Partie ‘théorique’ (40 minutes) Origines / Fondement de la 3D / Stéréoscopie / Histoire des techniques 3D Techniques et matériels prises de vue Photo et Vidéo 3D Techniques et matériels de Visualisation 3D / Logiciels Ateliers parallèles (3 x 20 minutes en 3 groupes) Salle Audiovisuelle: Démonstration de l’adaptateur réflex 3D Loreo, Démonstration du Fuji W3, Visualisation photos avec Loreo Pixi 3D Viewer Club Video: Démonstration GoPro, Réglage effet 3D sous Cineform studio, Exportation des vidéos et visualisation au format Anaglyphe rouge / cyan Club Micro: Visualisation avec lunettes actives NVIDIA de photos et vidéos prises avec le Fuji W3 et L’adaptateur Loreo 3D Utilisation de Myfinepix studio pour gérer les fichiers 3D MPO / AVI Utilisation de Stereo Photo Maker pour aligner et exporter les photos 3D Page 2 Origines / Fondements de la 3D Fondements: La 3D est liée principalement à l’un de nos 5 sens (la vision) et l’interaction avec l’espace qui nous entoure Espace et 3D ‘Naturelle’ L’espace est une notion qui correspond à la perception de notre environnement naturel physique par l’un de nos sens (vue). L’espace géométrique euclidien est une représentation mathématique qui modélise cet environnement (par exemple 2 dimensions pour le sol = 4 directions et la 3ième dimension pour la hauteur), l’axe vertical étant ‘causé’ par la gravité. La part de l’évolution dans la vision Adaptation des espèces animales: Par exemple les animaux chassés ont une vision panoramique alors que les prédateurs doivent percevoir les distances.
    [Show full text]
  • JMVC Simulation Environment
    Appendix A JMVC Simulation Environment The JVT (Joint Video Team), formed from the cooperation between the ITU-T Study Group 16 (VCEG) and ISO/IEC Motion Picture Experts group (MPEG), responsible for the standardization of the H.264, SVC (scalable video coding), and MVC provides software models used for algorithms experimentation and for stan- dards proof of concept. The JMVC (Joint Model for MVC), currently on version 8.5, is the reference software available for experimentation on the MVC standard. Along this work the JMVC software, coded using C++, was used and modifi ed to implement the proposed algorithms. Initially, the version 6.0 was used followed by an upgraded to version 8.5. Considering the length and complexity of the software, a high-level overview of the interaction between the main encoder classes is pre- sented here. Afterwards are shown the classes modifi ed to enable our algorithms experimentation. For in-depth details of the class structure refers to JMVC docu- mentation . A.1 JMVC Encoder Overview The JMVC classes are hierarchically structured as shown in Fig. A.1 . The JMVC encodes each view at a time requiring as many calls as number of view to be encoded. The reference views are stored in temporary fi les. The class H264AVCEncoderTest represents the top encoder entity; it initializes the encoder, and calls the CreateH264AVCEncoder class to initialize the other coding classes. At this level, the PicEncoder is initialized and the frame-level loop is controlled. The PicEncoder loops over the slices inside each frame and resets the RDcost. The slice encoder controls the MB-level loop and sets the reference frames for each slices.
    [Show full text]
  • WHAT 3D IS and WHY IT MATTERS Mark Schubin Schubincafe.Com
    WHAT 3D IS AND WHY IT MATTERS Mark Schubin SchubinCafe.com Abstract Depth of “3D” in Television The term “3D” is venerable but Even when the term 3D applies to both ambiguous. It can be confusing to viewers, depth perception and television, there is a referring to a broad range of technologies, large range of possible meanings. Earlier this many of them unrelated to depth perception. year, Study Group 6 of ITU-R (the International Telecommunications Union’s Unlike motion, sound, color, and HD, Radiocommunication Sector) issued a report current 3D TV systems do not generally “outlining a roadmap for future 3D TV provide more information to viewers, just a implementation.” sensation of depth, varying with screen size, viewing distance, and pupillary distance of Its third-generation future signal format is the viewer. Under some conditions and for called “object wave profile,” perhaps better some viewers 3D can cause visual discomfort. known as electronic holography. The second generation is multiview autostereoscopy. An understanding of the different meanings Both the second and third generations allow and technologies of 3D can help reduce viewers to get different views by shifting their viewer problems and confusion. Future 3D heads (as in “real,” non-television vision). television technologies may be very different. SEMANTIC AMBIGUITY OF “3D” 3D without Depth Perception Enter the term “3D circuit” into a search engine, and the first results will likely be related to a Third Circuit court of law. The first non-judicial result might well refer to techniques for stacking transistors or other electronic components. example of multiview autostereoscopy, in this case five-view lenticular (lens-based)3 Restricting results to the television field doesn’t necessarily help.
    [Show full text]