Rendering with 3D Vision Stereo Or Mono: More Case Studies
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Stereo Capture and Display At
Creation of a Complete Stereoscopic 3D Workflow for SoFA Allison Hettinger and Ian Krassner 1. Introduction 1.1 3D Trend Stereoscopic 3D motion pictures have recently risen to popularity once again following the success of films such as James Cameron’s Avatar. More and more films are being converted to 3D but few films are being shot in 3D. Current available technology and knowledge of that technology (along with cost) is preventing most films from being shot in 3D. Shooting in 3D is an advantage because two slightly different images are produced that mimic the two images the eyes see in normal vision. Many take the cheaper route of shooting in 2D and converting to 3D. This results in a 3D image, but usually nowhere near the quality as if the film was originally shot in 3D. This is because a computer has to create the second image, which can result in errors. It is also important to note that a 3D image does not necessarily mean a stereo image. 3D can be used to describe images that have an appearance of depth, such as 3D animations. Stereo images refer to images that make use of retinal disparity to create the illusion of objects going out of and into the screen plane. Stereo images are optical illusions that make use of several cues that the brain uses to perceive a scene. Examples of monocular cues are relative size and position, texture gradient, perspective and occlusion. These cues help us determine the relative depth positions of objects in an image. Binocular cues such as retinal disparity and convergence are what give the illusion of depth. -
Robust Watermarking for Anaglyph 3D Images Using DWT Techniques
International Journal of Engineering and Technical Research (IJETR) ISSN: 2321-0869, Volume-3, Issue-6, June 2015 Robust Watermarking for Anaglyph 3D images Using DWT Techniques Ruchika Patel, Parth Bhatt 3D images section IV deals with proposed method of Abstract— In recent years the trend of 3D movies & watermarking, section V presents proposed method results. projection took a very intensive attention. Anaglyph images are Finally a conclusion will be presented in section VI. easily obtained by super impressive left and right eye images in different color planes of single image for subsequent viewing II. ANAGLYPH 3D IMAGE through colored glasses. Digital watermarking is a popular tool for copyright protection, content authentication, detection of Anaglyph 3D is the name given to the stereoscopic 3D illegal duplication and alteration, and secret communication. In outcome accomplished by means of converting each eye's this paper discrete wavelet transform (DWT) watermarking image using filters of different colors, typically red and cyan. algorithm is used for embedding an image as digital watermark Anaglyph 3D images contain two differently filtered colored on one of the stereo pair images and then combine with the other images, one for each eye. image to form a 3D anaglyph watermarked image. In the reverse process, Deanaglyph is used to separate the two stereoscopic images from which watermark is extracted. Embedding To create an anaglyph image, it is essential to have two watermark either in right image or left image yields more photos taken at the same time the photos should focus the security compared to embedding watermark directly into an same object, moving the camera laterally between 3 and 5 cm anaglyph image. -
Spacespex™ Anaglyph—The Only Way to Bring 3Dtv to the Masses
SPACESPEX™ ANAGLYPH—THE ONLY WAY TO BRING 3DTV TO THE MASSES By Michael Starks © M. Starks 2009 May be reproduced provided nothing is added, omitted or changed-- including this copyright notice. SpaceSpex™ is the name I applied to my versions of the orange/blue anaglyph technique in 1993. In fact the Gang Li/ColorCode and some models of SpaceSpex use amber or orange/brown rather than yellow, but they are on a continuum. Like all the bicolor anaglyph methods it is compatible with all video equipment and displays and I think it’s the best of the methods using inexpensive paper glasses with colored lenses. Until someone comes up with a way to put hundreds of millions of new 3D TV’s in homes which can use polarized glasses or LCD shutter glasses, anaglyph is going to be the only way for mass distribution of full color high quality 3D over cable, satellite, the web or on DVD. However the solution I have proposed for Set Top Boxes, PC’s, TV sets and DVD players for the last 20 years is to have user controls, so those with display hardware that permits polarized or shutter glasses or even autostereo viewing or who want 2D can make that choice from the single 3D video file. This is the method of the TDVision codec, Next3D, and of Peter Wimmer’s famous StereoScopic Player (a new version due end of 2009), (all of which should appear in hardware soon) and probably the best stereoplayer of all in Masuji Suto’s StereoMovie Maker, and is being incorporated in most well known software DVD and media players. -
EVGA Geforce GT 730
EVGA GeForce GT 730 Part Number: 01G-P3-3736-KR Speed up your PC experience when you upgrade from integrated graphics to the new NVIDIA GeForce GT 730 dedicated card. Enjoy all your videos and pictures at HD resolutions, with faster video editing, faster photo editing, and faster web browsing compared to integrated graphics. Discover faster gaming performance than integrated graphics, making all your gameplay richer and smoother. You can even get the latest drivers and optimize game settings with a single click using GeForce Experience. The GeForce GT 730 is everything you need for a better, faster PC experience. SPECIFICATIONS KEY FEATURES REQUIREMENTS Base Clock: 700 MHZ NVIDIA PhysX technology 300 Watt or greater power supply with a Memory Clock: 3200 MHz Effective PCI Express 2.0 support minimum of 20 Amp on the +12 volt rail.**** CUDA Cores: 96 NVIDIA SMX Engine PCI Express, PCI Express 2.0 or PCI Express Bus Type: PCI-E 2.0 NVIDIA Adaptive Vertical Sync 3.0 compliant motherboard with one graphics Memory Detail: 1024MB GDDR5 Microsoft DirectX 12 API (feature level 11_0) slot. Memory Bit Width: 128 Bit Support Windows 8 32/64bit, Windows 7 32/64bit, Windows Vista 32/64bit, Windows XP 32/64bit Memory Bandwidth: 51.2 GB/s NVIDIA 3D Vision Ready*** NVIDIA CUDA Technology DIMENSIONS OpenGL 4.4 Support OpenCL Support Height: 4.376in - 111.15mm NVIDIA FXAA Technology Length: 6.096in - 154.84mm NVIDIA TXAA Technology NVIDIA PureVideo HD Technology **Support for HDMI includes GPU-accelerated Blu-ray 3D support (Blu-ray 3D playback requires the purchase of a compatible software player from CyberLink, ArcSoft, Corel, or Sonic), x.v.Color, HDMI Deep Color, and 7.1 digital surround sound. -
Comparing Levels of Crosstalk with Red/Cyan, Blue/Yellow, and Green
A. J. Woods, C. R. Harris, “Comparing levels of crosstalk with red/cyan, blue/yellow, and green/magenta anaglyph 3D glasses” in Proceedings of SPIE Stereoscopic Displays and Applications XXI, vol. 7253, pp. 0Q1-0Q12, January 2010. Online: www.cmst.curtin.edu.au Comparing levels of crosstalk with red/cyan, blue/yellow, and green/magenta anaglyph 3D glasses Andrew J. Woods*, Chris R. Harris Centre for Marine Science and Technology, Curtin University of Technology, GPO Box U1987, Perth WA 6845, Australia ABSTRACT The Anaglyph 3D method of stereoscopic visualization is both cost effective and compatible with all full-color displays, however this method often suffers from poor 3D image quality due to poor color quality and ghosting (whereby each eye sees a small portion of the perspective image intended for the other eye). Ghosting, also known as crosstalk, limits the ability of the brain to successfully fuse the images perceived by each eye and thus reduces the perceived quality of the 3D image. This paper describes a research project which has simulated the spectral performance of a wide selection of anaglyph 3D glasses on CRT, LCD and plasma displays in order to predict ghosting levels. This analysis has included for the first time a comparison of crosstalk between different color-primary types of anaglyph glasses - green/magenta and blue/yellow as well as the more traditional red/cyan. Sixteen pairs of anaglyph 3D glasses were simulated (6 pairs of red/cyan glasses, 6 pairs of blue/yellow glasses and 4 pairs of green/magenta glasses). The spectral emission results for 13 LCDs, 15 plasma displays and one CRT Monitor were used for the analysis. -
NVIDIA's Opengl Functionality
NVIDIANVIDIA ’’ss OpenGLOpenGL FunctionalityFunctionality Session 2127 | Room A5 | Monday, September, 20th, 16:00 - 17:20 San Jose Convention Center, San Jose, California Mark J. Kilgard • Principal System Software Engineer – OpenGL driver – Cg (“C for graphics”) shading language • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL 3.3 and 4.0 • OpenGL 4.1 • Loose ends: deprecation, Cg, further extensions OpenGL Leverage Cg Parallel Nsight SceniX CompleX OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls OpenGL In Every NVIDIA Business OpenGL on Quadro – World class OpenGL 4 drivers – 18 years of uninterrupted API compatibility – Workstation application certifications – Workstation application profiles – Display list optimizations – Fast antialiased lines – Largest memory configurations: 6 gigabytes – GPU affinity – Enhanced interop with CUDA and multi-GPU OpenGL – Advanced multi-GPU rendering – Overlays – Genlock – Unified Back Buffer for less framebuffer memory usage – Cross-platform • Windows XP, Vista, Win7, Linux, Mac, FreeBSD, Solaris – SLI Mosaic – -
Exploration of the 3D World on the Internet Using Commodity Virtual Reality Devices
Multimodal Technologies and Interaction Article Exploration of the 3D World on the Internet Using Commodity Virtual Reality Devices Minh Nguyen *, Huy Tran and Huy Le School of Engineering, Computer & Mathematical Sciences, Auckland University of Technology, 55 Wellesley Street East, Auckland Central, Auckland 1010, New Zealand; [email protected] (H.T.); [email protected] (H.L.) * Correspondence: [email protected]; Tel.: +64-211-754-956 Received: 27 April 2017; Accepted: 17 July 2017; Published: 21 July 2017 Abstract: This article describes technical basics and applications of graphically interactive and online Virtual Reality (VR) frameworks. It automatically extracts and displays left and right stereo images from the Internet search engines, e.g., Google Image Search. Within a short waiting time, many 3D related results are returned to the users regarding aligned left and right stereo photos; these results are viewable through VR glasses. The system automatically filters different types of available 3D data from redundant pictorial datasets on the public networks (the Internet). To reduce possible copyright issues, only the search for images that are “labelled for reuse” is performed; meaning that the obtained pictures can be used for any purpose, in any area, without being modified. The system then automatically specifies if the picture is a side-by-side stereo pair, an anaglyph, a stereogram, or just a “normal” 2D image (not optically 3D viewable). The system then generates a stereo pair from the collected dataset, to seamlessly display 3D visualisation on State-of-the-art VR devices such as the low-cost Google Cardboard, Samsung Gear VR or Google Daydream. -
Review of Stereoscopic 3D Glasses for Gaming
ISSN: 2278 – 1323 International Journal of Advanced Research in Computer Engineering & Technology (IJARCET) Volume 5, Issue 6, June 2016 Review of Stereoscopic 3D Glasses for Gaming Yogesh Bhimsen Joshi, Avinash Gautam Waywal sound cards and CD-ROMs had the multimedia Abstract— Only a decade ago, watching in 3-D capability. meant seeing through a pair of red and blue glasses. Early 3D games such as Alpha Waves, Starglider 2 It was really great at first sight, but 3-D technology began with flat-shaded graphics and then has been moving on. Scientists have been aware of progressed with simple forms of texture mapping how human vision works and current generation of such as in Wolfenstein 3D. computers are more powerful than ever before. In the early 1990s, the most popular method of Therefore, most of the computer users are familiar with 3-D games. Back in the '90s, most of the publishing games for smaller developers was enthusiasts were amazed by the game Castle shareware distribution, including then-fledgling Wolfenstein 3D, which took place in a maze-like companies such as Apogee which is now branded as castle, which was existed in three dimensions. 3D Realms, Epic MegaGames (now known as Epic Nowadays, gamers can enjoy even more complicated Games), and id Software. It enabled consumers the graphics with the available peripherals. This paper opportunity to try a trial portion of the game, which gives an overview of this 3-D Gaming technology and was restricted to complete first section or an episode various gaming peripherals. This paper will also of full version of the game, before purchasing it. -
NVIDIA 3D Vision on Quadro Professional Graphics Boards
NVIDIA 3D Vision on Quadro Professional Graphics Boards NVIDIA® Quadro® professional graphics boards support many stereo display solutions and Quad Buffered OpenGL applications, including NVIDIA 3D Vision glasses and displays. Support for NVIDIA 3D Vision is available on Windows XP, Vista and 7 both 32 and 64 bit versions. Supported Boards Recommended: Professional, flicker free, stereo with a direct connection between the stereo connector on the board to the 3D Vision emitter Quadro FX 5800 Quadro FX 4800 Quadro FX 3800– with stereo connector Quadro FX 5600 Quadro FX 4700 X2 Quadro FX 4600 Quadro FX 3700 Glasses are controlled through USB, occasional flickering of the glasses may occur Quadro FX 1800 – VBIOS must be 62.94.71.00.00 or newer, contact your board provider if you need an update Quadro FX 580 - VBIOS must be 62.94.71.00.00 or newer, contact your board provider if you need an update Quadro FX 380 Quadro FX 1700 Quadro FX 570 Quadro FX 370 Supported displays are listed here. Installation Download and install the R186.16 (or newer) driver Download and install the 3D Vision USB Driver for 3D Vision glasses: Windows Vista 32/64 and Windows 7 32/64 XP 32/64 driver coming soon For Quadro boards with a stereo connector, you can use the 3-pin mini-din to 1/8” stereo cable that comes with your 3D Vision kit to connect the graphics board to the emitter. This cable provides a direct connection from the GPU to the glasses to make sure they are switching at the correct time. -
A Comparative Study of 3D Endoscopic Tele-Operation Techniques
Advances in Computational Sciences and Technology ISSN 0973-6107 Volume 10, Number 4 (2017) pp. 645-656 © Research India Publications http://www.ripublication.com A Comparative Study of 3D Endoscopic Tele-operation Techniques Adheed Palliyali Department of Computer Science, Christ University Bangalore, India P.Beaulah Soundarabai Associate Professor, Department of Computer Science, Christ University, Bangalore, India Abstract Augmented reality is a technology which uses both real and virtual environments and club them together to form a single view. This is enabled with the help of supporting technical equipment or gadgets. This topic has its reach everywhere, majorly in the field of medicine, technology, education, entertainment and business. This paper focuses on the various techniques and models of 3 Dimensional Endoscopic Tele-operations and compares the majorly available imaging techniques used in 3D Endoscopic tele-operations. Keywords: Aesculap, Einstein Vision, cool light, sterile drape. I. INTRODUCTION In the Earlier years, surgeries were performed with great difficulty, by surgical incision of the patient’s target region with loss of excess blood and concluded with stitches. [1] After the surgery, normally the patients are advised for a bed rest along with medication for a longp er eriod of time as blood lose used to be more and surgical cuts are wider and deeper. In most cases, the patients end up with adverse side effects including somnolence and post-operative pain. The most difficult situation is when the scar marks are left behind after surgery. With the entry of Endoscopic Tele-operation, most of the problems related to post-operative pains have been taken care; including sutures, stitches and staples. -
Insect Stereopsis Demonstrated Using a 3D Insect Cinema
www.nature.com/scientificreports OPEN Insect stereopsis demonstrated using a 3D insect cinema Vivek Nityananda1, Ghaith Tarawneh1, Ronny Rosner1, Judith Nicolas1,2, Stuart Crichton1 & Jenny Read1 Received: 24 August 2015 Stereopsis - 3D vision – has become widely used as a model of perception. However, all our knowledge Accepted: 13 November 2015 of possible underlying mechanisms comes almost exclusively from vertebrates. While stereopsis has Published: 07 January 2016 been demonstrated for one invertebrate, the praying mantis, a lack of techniques to probe invertebrate stereopsis has prevented any further progress for three decades. We therefore developed a stereoscopic display system for insects, using miniature 3D glasses to present separate images to each eye, and tested our ability to deliver stereoscopic illusions to praying mantises. We find that while filtering by circular polarization failed due to excessive crosstalk, “anaglyph” filtering by spectral content clearly succeeded in giving the mantis the illusion of 3D depth. We thus definitively demonstrate stereopsis in mantises and also demonstrate that the anaglyph technique can be effectively used to deliver virtual 3D stimuli to insects. This method opens up broad avenues of research into the parallel evolution of stereoscopic computations and possible new algorithms for depth perception. Stereopsis – the ability to compare the images seen by each eye and use the disparity between them to perceive depth – is a marvellous feat of visual computation1. It was recently described as “one of the most productive model systems for elucidating the neural basis of perception”2. A large body of work has investigated and shed light on the mechanisms by which humans and other primates achieve stereopsis1,3–5. -
Virtual Reality and Anaglyph Stereoscopic Technology
Virtual Reality and Anaglyph Stereoscopic Technology Provided by TryEngineering - www.tryengineering.org Lesson Focus With the mass production and availability of low cost and robust head-mounted displays (HMDs), there has been increasing interest in virtual reality technologies - for example the Oculus Rift, HTC Vive, Samsung VR Gear, Microsoft HoloLens, and Sony’s PlayStation VR. These display technologies are based around artificial stereo images, and provide a view with illusions of 3D depth in virtual environments. Students will use the scientific method to study ‘anaglyph’ (movie 3D) technologies to model computer science design and learn how stereo images create the illusion of 3D. Age Levels Intended for ages 11-14 Objectives Introduce students to how VR technologies exploit human depth perception, the use of stereo images to provide the illusion of 3D depth, use the scientific method to compare anaglyph technologies. Anticipated Learner Outcomes Students will be able to explain how VR technologies are based on stereoscopic images explain how anaglyph technology provides the illusion of 3D analyze the trade-offs between green/red, and red/cyan techniques demonstrate how to align two images to create 3D illusions. Alignment to Curriculum Frameworks See attached curriculum alignment sheet. I nternet Connections Building Worlds in Virtual Reality: Exploring Careers in Engineering and Technology. http://ieeetv.ieee.org/careers/building-worlds-in-virtual-reality-exploring-careers- in-engineering-and-technology VR Technology