Vision & Visuals
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UNIVERSITY of CALGARY Two-Sided Transparent
UNIVERSITY OF CALGARY Two-Sided Transparent Display as a Collaborative Medium by Jiannan Li A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE GRADUATE PROGRAM IN COMPUTER SCIENCE CALGARY, ALBERTA JANUARY, 2015 © Jiannan Li 2015 THE UNIVERSITY OF CALGARY FACULTY OF GRADUATE STUDIES The undersigned certify that they have read, and recommend to the Faculty of Graduate Studies for acceptance, a thesis entitled “Two-Sided Transparent Display as a Collaborative Medium” submitted by Jiannan Li in partial fulfillment of the requirements for the degree Master of Science. Supervisor, Ehud Sharlin Department of Computer Science Co-Supervisor, Saul Greenberg Department of Computer Science Examiner, Sonny Chan Department of Computer Science External Examiner, Joshua Taron Faculty of Environmental Design Date Abstract Transparent displays are ‘see-through’ screens: a person can simultaneously view both the graphics on the screen and real-world content visible through the screen. Interactive transparent displays can serve as an important medium supporting face-to-face collaboration, where people interact with both sides of the display and work together. Such displays enhance workspace awareness, which smooths collaboration: when a person is working on one side of a transparent display, the person on the other side can see the other’s hand gestures, gaze, and what s/he is currently manipulating on the shared screen. Even so, we argue that in order to provide effective support for collaboration, designing such transparent displays must go beyond current offerings. We propose using two-sided transparent displays, which can present different content on both sides. -
Virtual Reality and Visual Perception by Jared Bendis
Virtual Reality and Visual Perception by Jared Bendis Introduction Goldstein (2002) defines perception as a “conscious sensory experience” (p. 6) and as scientists investigate how the human perceptual system works they also find themselves investigating how the human perceptual system doesn’t work and how that system can be fooled, exploited, and even circumvented. The pioneers in the ability to control the human perceptual system have been in the field of Virtual Realty. In Simulated and Virtual Realities – Elements of Perception, Carr (1995) defines Virtual Reality as “…the stimulation of human perceptual experience to create an impression of something which is not really there” (p. 5). Heilig (2001) refers to this form of “realism” as “experience” and in his 1955 article about “The Cinema of the Future” where he addresses the need to look carefully at perception and breaks down the precedence of perceptual attention as: Sight 70% Hearing 20% Smell 5% Touch 4% Taste 1% (p. 247) Not surprisingly sight is considered the most important of the senses as Leonardo da Vinci observed: “They eye deludes itself less than any of the other senses, because it sees by none other than the straight lines which compose a pyramid, the base of which is the object, and the lines conduct the object to the eye… But the ear is strongly subject to delusions about the location and distance of its objects because the images [of sound] do not reach it in straight lines, like those of the eye, but by tortuous and reflexive lines. … The sense of smells is even less able to locate the source of an odour. -
Chromostereo.Pdf
ChromoStereoscopic Rendering for Trichromatic Displays Le¨ıla Schemali1;2 Elmar Eisemann3 1Telecom ParisTech CNRS LTCI 2XtremViz 3Delft University of Technology Figure 1: ChromaDepth R glasses act like a prism that disperses incoming light and induces a differing depth perception for different light wavelengths. As most displays are limited to mixing three primaries (RGB), the depth effect can be significantly reduced, when using the usual mapping of depth to hue. Our red to white to blue mapping and shading cues achieve a significant improvement. Abstract The chromostereopsis phenomenom leads to a differing depth per- ception of different color hues, e.g., red is perceived slightly in front of blue. In chromostereoscopic rendering 2D images are produced that encode depth in color. While the natural chromostereopsis of our human visual system is rather low, it can be enhanced via ChromaDepth R glasses, which induce chromatic aberrations in one Figure 2: Chromostereopsis can be due to: (a) longitunal chro- eye by refracting light of different wavelengths differently, hereby matic aberration, focus of blue shifts forward with respect to red, offsetting the projected position slightly in one eye. Although, it or (b) transverse chromatic aberration, blue shifts further toward might seem natural to map depth linearly to hue, which was also the the nasal part of the retina than red. (c) Shift in position leads to a basis of previous solutions, we demonstrate that such a mapping re- depth impression. duces the stereoscopic effect when using standard trichromatic dis- plays or printing systems. We propose an algorithm, which enables an improved stereoscopic experience with reduced artifacts. -
A Novel Walk-Through 3D Display
A Novel Walk-through 3D Display Stephen DiVerdia, Ismo Rakkolainena & b, Tobias Höllerera, Alex Olwala & c a University of California at Santa Barbara, Santa Barbara, CA 93106, USA b FogScreen Inc., Tekniikantie 12, 02150 Espoo, Finland c Kungliga Tekniska Högskolan, 100 44 Stockholm, Sweden ABSTRACT We present a novel walk-through 3D display based on the patented FogScreen, an “immaterial” indoor 2D projection screen, which enables high-quality projected images in free space. We extend the basic 2D FogScreen setup in three ma- jor ways. First, we use head tracking to provide correct perspective rendering for a single user. Second, we add support for multiple types of stereoscopic imagery. Third, we present the front and back views of the graphics content on the two sides of the FogScreen, so that the viewer can cross the screen to see the content from the back. The result is a wall- sized, immaterial display that creates an engaging 3D visual. Keywords: Fog screen, display technology, walk-through, two-sided, 3D, stereoscopic, volumetric, tracking 1. INTRODUCTION Stereoscopic images have captivated a wide scientific, media and public interest for well over 100 years. The principle of stereoscopic images was invented by Wheatstone in 1838 [1]. The general public has been excited about 3D imagery since the 19th century – 3D movies and View-Master images in the 1950's, holograms in the 1960's, and 3D computer graphics and virtual reality today. Science fiction movies and books have also featured many 3D displays, including the popular Star Wars and Star Trek series. In addition to entertainment opportunities, 3D displays also have numerous ap- plications in scientific visualization, medical imaging, and telepresence. -
3D-Con2017program.Pdf
There are 500 Stories at 3D-Con: This is One of Them I would like to welcome you to 3D-Con, a combined convention for the ISU and NSA. This is my second convention that I have been chairman for and fourth Southern California one that I have attended. Incidentally the first convention I chaired was the first one that used the moniker 3D-Con as suggested by Eric Kurland. This event has been harder to plan due to the absence of two friends who were movers and shakers from the last convention, David Washburn and Ray Zone. Both passed before their time soon after the last convention. I thought about both often when planning for this convention. The old police procedural movie the Naked City starts with the quote “There are eight million stories in the naked city; this has been one of them.” The same can be said of our interest in 3D. Everyone usually has an interesting and per- sonal reason that they migrated into this unusual hobby. In Figure 1 My Dad and his sister on a keystone view 1932. a talk I did at the last convention I mentioned how I got inter- ested in 3D. I was visiting the Getty Museum in southern Cali- fornia where they had a sequential viewer with 3D Civil War stereoviews, which I found fascinating. My wife then bought me some cards and a Holmes viewer for my birthday. When my family learned that I had a stereo viewer they sent me the only surviving photographs from my fa- ther’s childhood which happened to be stereoviews tak- en in 1932 in Norwalk, Ohio by the Keystone View Com- pany. -
Demystifying the Future of the Screen
Demystifying the Future of the Screen by Natasha Dinyar Mody A thesis exhibition presented to OCAD University in partial fulfillment of the requirements for the degree of Master of Design in DIGITAL FUTURES 49 McCaul St, April 12-15, 2018 Toronto, Ontario, Canada, April, 2018 © Natasha Dinyar Mody, 2018 AUTHOR’S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I authorize OCAD University to lend this thesis to other institutions or individuals for the purpose of scholarly research. I understand that my thesis may be made electronically available to the public. I further authorize OCAD University to reproduce this thesis by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. Signature: ii ABSTRACT Natasha Dinyar Mody ‘Demystifying the Future of the Screen’ Master of Design, Digital Futures, 2018 OCAD University Demystifying the Future of the Screen explores the creation of a 3D representation of volumetric display (a graphical display device that produces 3D objects in mid-air), a technology that doesn’t yet exist in the consumer realm, using current technologies. It investigates the conceptual possibilities and technical challenges of prototyping a future, speculative, technology with current available materials. Cultural precedents, technical antecedents, economic challenges, and industry adaptation, all contribute to this thesis proposal. It pedals back to the past to examine the probable widespread integration of this future technology. By employing a detailed horizon scan, analyzing science fiction theories, and extensive user testing, I fabricated a prototype that simulates an immersive volumetric display experience, using a holographic display fan. -
3D Television - Wikipedia
3D television - Wikipedia https://en.wikipedia.org/wiki/3D_television From Wikipedia, the free encyclopedia 3D television (3DTV) is television that conveys depth perception to the viewer by employing techniques such as stereoscopic display, multi-view display, 2D-plus-depth, or any other form of 3D display. Most modern 3D television sets use an active shutter 3D system or a polarized 3D system, and some are autostereoscopic without the need of glasses. According to DisplaySearch, 3D televisions shipments totaled 41.45 million units in 2012, compared with 24.14 in 2011 and 2.26 in 2010.[1] As of late 2013, the number of 3D TV viewers An example of three-dimensional television. started to decline.[2][3][4][5][6] 1 History 2 Technologies 2.1 Displaying technologies 2.2 Producing technologies 2.3 3D production 3TV sets 3.1 3D-ready TV sets 3.2 Full 3D TV sets 4 Standardization efforts 4.1 DVB 3D-TV standard 5 Broadcasts 5.1 3D Channels 5.2 List of 3D Channels 5.3 3D episodes and shows 5.3.1 1980s 5.3.2 1990s 5.3.3 2000s 5.3.4 2010s 6 World record 7 Health effects 8See also 9 References 10 Further reading The stereoscope was first invented by Sir Charles Wheatstone in 1838.[7][8] It showed that when two pictures 1 z 17 21. 11. 2016 22:13 3D television - Wikipedia https://en.wikipedia.org/wiki/3D_television are viewed stereoscopically, they are combined by the brain to produce 3D depth perception. The stereoscope was improved by Louis Jules Duboscq, and a famous picture of Queen Victoria was displayed at The Great Exhibition in 1851. -
Idw ’18 the 25Th International Display Workshops
IDW ’18 THE 25TH INTERNATIONAL DISPLAY WORKSHOPS Special Topics of Interest on • Oxide-Semiconductor TFT • Quantum Dot Technologies • AR/VR and Hyper Reality • Automotive Displays • Wide Color Gamut and Color Reproduction • Haptics Technologies Topical Session on • User Experience and Cognitive Engineering (UXC) Workshops on • LC Science and Technologies (LCT) • Active Matrix Displays (AMD) • FPD Manufacturing, Materials and Components (FMC) • Inorganic Emissive Display and Phosphors (PH) • OLED Displays and Related Technologies (OLED) • 3D/Hyper-Realistic Displays and Systems (3D) • Applied Vision and Human Factors (VHF) • Projection and Large-Area Displays and Their Components (PRJ) • Electronic Paper (EP) • MEMS and Emerging Technologies for Future Displays and Devices (MEET) • Display Electronic Systems (DES) • Flexible Electronics (FLX) • Touch Panels and Input Technologies (INP) Final Program Nagoya Congress Center Nagoya, Japan December 12 – 14, 2018 CONTENTS Program Highlights ................................................................................9 General Information .............................................................................15 Travel Information ................................................................................18 Plenary Sessions Wednesday, December 12 IDW '18 Opening .................................................................................22 IDW 25th Ceremony for Certificate of Appreciation .............................22 IDW '18 Keynote Addresses ................................................................22 -
Touring the Centennial More!? Stereogram Books More "Hyper)' I-& Selections
THE MAGAZINEOF 3-DIMENSIONAL IMAGING, PAST & PRESENT May/june 1994 I Volume 21, Number 2 F Touring the Centennial More!? Stereogram Books More "Hyper)' I-& Selections e we wait for responses to the "Wheels" assignment to W"arrive, here are two more of the entries selected in the "Hyper" assignment.c-?%sent This isn't limited to rustic wagon wheels being used as fences or the chrome hubcaps of overly cus- I tomized hot rods. Anything that moves on, under or by wheels is fair game here, including cars, trains, unicycles, pretzel carts, shte boards, etc. Things like large pul- leys or tiny watch parts would also be eligible, as would spherical rolling devices fie ball bearings or selves would not have to be the "Jim Drennan in the Camzo Badkrnds" by the ball on the underside of a com- center of interest in views of things Rich Fairlamb of Tome, CA was taken puter mouse. The wheels them- (contimud on 16) in Anza-Borrego Desert Park just east of - Sun Diego in Febmary, 1993. The 30 foot sepomtion details the rugged texture of "Hubbk T- Gets Astonishing Stereo of Etpbding BkKk Dworf Star..." or, "West- the landscape better than any contour em Pptechnia Fimvoh Show, HdtM'Ik8 CA, July 4, 1988. " Quentin Burke of map, with the rare added feature of a HdMlk entered this imaginatlw image, taken with the help of Ellen Burkc on the ver- human figure to show scale. bally synchnmlzed left camem at a 16 hot sepamth. Fih msT&X exposed at V11 mW,aboutafiVTscoandcxpasun. -
Iii Bca Semester: V Computer Graphics Study Material
COMPUTER GRAPHICS STUDY MATERIAL SENGAMALA THAYAAR EDUCATIONAL TRUST WOMENS COLLEGE DEPARTMENT OF COMPUTER APPLICATIONS CLASS: III BCA SEMESTER: V COMPUTER GRAPHICS STUDY MATERIAL Prepared By Dr.V.ALAMELU MANGAYARKARASI Assistant Professor Department Of Computer Applications Sengamala Thayaar Educational Trust Women’s College Dr.V.ALAMELU MANGAYARKARASI Assist. Prof. Department Of CA ,S.T.E.T WOMENS COLLEGE 1 COMPUTER GRAPHICS STUDY MATERIAL COMPUTER GRAPHICS SYLLABUS Objective: To understand the concepts on basic Graphical Techniques, Raster Graphics, Two Dimensional and Three Dimensional Graphics Unit I Overview of Computer Graphics System: Video Display Devices – Raster Scan Systems – Random – Scan Systems - Graphics Monitors and Workstations – Input Devices – Hardcopy Devices – Graphics Software. Unit II Output Primitives: Line Drawing Algorithms – Loading the Frame Buffer – Line Function – Circle – Generating Algorithms. Attributes of Output Primitives: Line Attributes – Curve Attributes – Color and Grayscale levels – Area fill Attributes – Character Attributes – Bundled Attributes – Inquiry Functions. Unit III 2D Geometric Transformations: Basic Transformation – Matrix Representations – Composite Transformations – Window to View port Co-Ordinate Transformations. Clipping: Point Clipping – Line Clipping – Cohen-Sutherland Line Clipping – Liang Barsky Line Clipping – Polygon Clipping – Sutherland – Hodgman Polygon Clipping – Curve Clipping – Text Clipping. Unit IV Graphical User Interfaces and Interactive Input Methods: The User Dialogue – Input of Graphical Data – Input Functions – Interactive Picture Construction Techniques. Three Dimensional Concepts: 3D-Display Methods – #Three Dimensional Graphics Packages Unit V 3D Geometric and Modeling Transformations: Translation – Scaling – Rotation – Other Transformations. Visible Surface Detection Methods: Classification of Visible Surface Detection Algorithm – Back face Detection – Depth-Buffer Method – A-Buffer Method – Scan-Line Method – Applications of Computer Graphics. Text Book: 1. Donald Hearn M. -
Using Chromadepth to Obtain Inexpensive Single-Image Stereovision for Scientific Visualization
Using ChromaDepth to obtain Inexpensive Single-image Stereovision for Scientific Visualization Published in the Journal of Graphics Tools, Volume 3, Number 3, August 1999, pp. 1-9. Michael Bailey1 Dru Clark Oregon State University Abstract Stereographics is an effective way to enhance insight in 3D scientific visualization. This is especially true for visualizations consisting of complex geometry, such as molecular studies, or where one dataset needs to be registered against another, such as in earth science. But, as effective as it is, stereoviewing sees only limited use in scientific visualization because of the difficulty and expense of creating images that everyone can see. This paper demonstrates how a low-end, inexpensive viewing technique can be used as a “quick trick” to produce many of the same effects as high-end stereoviewing. Not only is this technique easy to view and easy to publish, it is easy to create. This paper shows how standard OpenGL features can be used to create such images, both statically and interactively. Stereoviewing for Interactive and Published Scientific Visualization The benefits of using stereoviewing in entertainment and scientific visualization are well known. By simulating human binocular vision, stereo imagery can greatly enhance a user’s understanding and enjoyment of a 3D scene. The methods for simulating the views seen by the left and right eyes are fairly straightforward. If this is a real scene, then two cameras are typically used, each one separated by a distance that approximates the eye separation distance. If this is a synthetic scene, then special off-axis viewing transformations need to be used ([LIPTON91, HODGES85]). -
2017 IMID.Hwp
CONTENTS Welcome Message ····································································· 4 Program Overview - Tutorials ················································································· 6 - Workshops ············································································ 6 - Keynote Addresses ································································ 7 - Industrial Forum ···································································· 8 - Young Leaders Conference ·················································· 9 - YLC Awards ··········································································· 9 - Social Events ·········································································· 9 - IMID 2017 Awards ······························································ 10 IMID 2017 Awarded Papers ····················································· 11 Useful Information - Venue ·················································································· 12 - Registration ········································································· 12 - Internet ················································································ 13 - Cloak Room & Lost and Found ·········································· 13 - Tax ························································································ 14 - Tipping ················································································ 14 - Electricity (220V) ·································································