Various Methods of 3D Content Generation for Image Processing
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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. -
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. -
3D Techniques
3D Techniques Univ.Prof. Dr.-Ing. Markus Rupp LVA 389.141 Fachvertiefung Telekommunikation (LVA: 389.137 Image and Video Compression) Last change: Jan 20, 2020 Outline • Binocluar Vision • Stereo Images: From first approaches to standardisation • 3D TV Univ.-Prof. Dr.-Ing. Markus Rupp 2 So far we did only this… This is an eye-pad not an IPad Binocular vision • Binocular vision is vision in which both eyes are used together. The word binocular comes from two Latin roots, bini for double, and oculus for eye.[1] Having two eyes confers at least four advantages over having one. First, it gives a creature a spare eye in case one is damaged. Second, it gives a wider field of view. For example, humans have a maximum horizontal field of view of approximately 200 degrees with two eyes, approximately 120 degrees of which makes up the binocular field of view (seen by both eyes) flanked by two uniocular fields (seen by only one eye) of approximately 40 degrees. [2] Third, it gives binocular summation in which the ability to detect faint objects is enhanced.[3] Fourth it can give stereopsis in which parallax provided by the two eyes' different positions on the head give precise depth perception.[4] Such binocular vision is usually accompanied by singleness of vision or binocular fusion, in which a single image is seen despite each eye's having its own image of any object.[4] Binocular vision • Some animals, usually prey animals, have their two eyes positioned on opposite sides of their heads to give the widest possible field of view. -
Rendering with 3D Vision Stereo Or Mono: More Case Studies
Outline NVIDIA 3D Vision™ Stereoscopic driver & HW display solutions Stereoscopy Basics Definitions and equations Rendering with 3D Vision What & how to render in stereo mode Issues and Solutions Issues encountered in real games and our solutions gameworks.nvidia.com What does it offer? How it works? gameworks.nvidia.com 3D Movies 120 Hz LCDs Dimensionalized Experience 3D Pictures 3D DLP HDTVs 3D Games 3D Projectors The programmability of the GPU allows NVIDIA to import any 3D data format and decode, convert, or transform the data for viewing on a 3D-Ready displays. 3D Webcast Anaglyph 3D gameworks.nvidia.com NVIDIA 3D Vision Stereo Support GeForce Stereo Driver Vista & Win7 D3D9 / D3D10 Quadro GeForce features Professional OpenGL Stereo Quad Buffer Multiple synchronized stereo displays Multi-platform 3D Vision and many other stereo displays gameworks.nvidia.com NVIDIA 3D Vision NVIDIA 3D Vision Solutions NVIDIA 3D Vision Discover NVIDIA 3D Vision Bundled with select NVIDIA GPUs for a sneak Sold as a complete kit for full HD Availability peak at stereoscopic 3D stereoscopic 3D 3D Glasses type NVIDIA optmized anaglyph (red/cyan) Wireless Shutter glasses Anaglyph with optimized color and image 3D Mode Page flip 120 Hz & checkerboard pattern 3D processing on the GPU Color Fidelity Limited Color Full Color Display requirements All desktop LCD and CRT displays 3D-Vision-Ready displays NVIDIA GeForce GPU GeForce 8 series and higher GeForce 8 series and higher Microsoft Windows Vista Microsoft Windows Vista Operating System Microsoft Windows 7 Microsoft Windows 7 View 3D pictures Y Y Watch 3D movies Y Y Play real-time 3D games Y Y 3D consumer applicaiton Y Y gameworks.nvidia.com NVIDIA 3D Vision How It Works 3D game data is sent to stereoscopic driver The driver takes the 3D game data and renders each scene twice – once for the left eye and once for the right eye. -
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. -
Proximal Monitoring in Landscape Environments
Department of Mathematics and Statistics Proximal Monitoring in Landscape Environments Shuqi Ng This dissertation is presented for the Degree of Doctor of Philosophy of Curtin University December 2017 DECLARATION To the best of my knowledge and belief, this thesis contains no material previously published by any other person except where due acknowledgement has been made. This thesis contains no material which has been accepted for the award of any other degree or diploma in any university. Shuqi Ng March 2017 ABSTRACT With the implementation of the initiatives in reducing emissions from deforestation and forest degradation (REDD), the accurate determination of the spatio-temporal variation of carbon stocks is crucial. Woody vegetation is one of the more noteworthy carbon storage pools. However, ever-changing forest inventory makes it difficult for countries to accurately measure woody biomass and by extension, predict carbon stocks. Although the most accurate mensuration of biomass is to harvest a tree, the method is destructive and obstructs the REDD initiative. Non- destructive methods use dendrometric measurements that have been obtained from non-contact, remote sensing technologies to estimate biomass derived from allometric models. The commodity stereo-camera is an alternate consideration to remote sensing technologies currently used such as terrestrial laser scanning (TLS), which requires specialized equipment and some expertise in using the equipment. Improving technologies and software has enabled the photogrammetric measurements of objects to be reasonably accurate comparative to TLS. As a more mobile and cost-effective equipment, it also addresses some of the issues in using laser technology. In photogrammetric measurement, the application of spatial scale to the model is critical for accurate distance and volume estimates (Miller (2015)). -
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. -
A Method for the Assessment of the Quality of Stereoscopic 3D Images Raluca Vlad
A Method for the Assessment of the Quality of Stereoscopic 3D Images Raluca Vlad To cite this version: Raluca Vlad. A Method for the Assessment of the Quality of Stereoscopic 3D Images. Signal and Image Processing. Université de Grenoble, 2013. English. tel-00925280v2 HAL Id: tel-00925280 https://tel.archives-ouvertes.fr/tel-00925280v2 Submitted on 10 Jan 2014 (v2), last revised 28 Feb 2014 (v3) HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Signal, Image, Parole, Télécommunications (SIPT) Arrêté ministériel : 7 août 2006 Présentée par Mlle Raluca VLAD Thèse dirigée par Mme Anne GUÉRIN-DUGUÉ et Mme Patricia LADRET préparée au sein du laboratoire Grenoble - Images, Parole, Signal, Automatique (GIPSA-lab) dans l’école doctorale d’Électronique, Électrotechnique, Automatique et Traitement du signal (EEATS) Une méthode pour l’évaluation de la qualité des images 3D stéréoscopiques Thèse soutenue publiquement le 2 décembre 2013, devant le jury composé de : Patrick LE CALLET