Qualitative Aspects of Chromo-Stereoscopy for Depth Perception *
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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. -
British Orthoptic Journal Volume 1, 1939
British Orthoptic Journal Volume 1, 1939 Loss of Central Fixation 15-19 I.Yoxall Some Observations on Partial Occlusion in Accommodative Squints 20- 22 E.Pemberton A few samples of Traumatic Heterophoria 23-27 S.Mayou Operative Impressions in Orthoptic Training 28-33 OM Duthie Summary of routine treatment given at the Manchester Royal 34-37 Eye Hospital E.Stringer Voluntary Diplopia 38-43 S.Mayou Paralysis of External Rectus; Treatment of Muscle Grafting 44-45 P.Jameson Evans Some Observations on Squint Operations 46-49 Dr Gordon Napier Suitability of cases for Orthoptic Training 50-53 CH.Bamford Occlusion 54-57 K.Bastow Some Recent Methods used in an Attempt to shorten Orthoptic treatment 58-62 S.Jackson History of Orthoptic treatment 63-65 CL Gimblett Occasional Divergent Squint 66 S.Jackson Unusual cases of divergent squint treated at the Manchester Royal Eye 67 Hospital E.Stringer Divergent Strabismus and its treatments 68-69 K.Bastow Divergent Squint 70 J.Strickland Approach to the Phorias 71-104 Wing Commander Livingstone Certain aspects of the Evolution of the eye 105 I.Mann BOJ Volume 2, 1944 Some Observations on accommodative squint 13-15 M.Parsons Some Observations on experimental work on the relation of squint 16-20 to emotional disturbances carried out at the Oxford Eye Hospital B.Hare Our Failures 21-24 E.Stringer Graded Squint Operations 25-32 J.Foster, EC Pemberton, SS Freedman Prognosis of postoperative Diplopia in adult Squints 33-35 EC Pemberton Some notes on treatment of abnormal retinal correspondence 36-37 B.Hare Convergence -
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. -
Depth Inversion Despite Stereopsis: the Appearance of Random-Dot Stereograms on Surfaces Seen in Reverse Perspective
Perception, 1979, volume 8, pages 135-142 Depth inversion despite stereopsis: the appearance of random-dot stereograms on surfaces seen in reverse perspective John I Yellott, Jr, Jerry L Kaiwi Cognitive Science Group, School of Social Sciences, University of California at Irvine, Irvine, California 92717, USA Received 20 October 1977, in revised form 18 October 1978 Abstract. Inside-out relief masks of faces can be depth-inverted (i.e. seen in reverse perspective) during close-up binocular viewing. If a random-dot stereogram is projected onto such a mask, stereopsis can be achieved for the stereogram, and its depth planes are correctly seen while the mask itself, including the region covered by the stereogram, is simultaneously perceived as depth- inverted. This demonstration shows that binocular depth inversion cannot be explained by a complete loss of stereoscopic information (e.g. through monocular suppression), or by a process analogous to pseudoscopic viewing whereby retinal disparities are incorporated into perception, but with their signs uniformly reversed. 1 Introduction Reversible perspective is probably most often thought of in connection with ambiguous pictures like the Necker cube (figure la), but it is also well-known that depth reversals can sometimes be experienced with solid objects, and with far more dramatic perceptual consequences. [Gregory (1970) describes these in detail; Helmholtz (1925) reviews references back to 1712, and Hochberg (1972) and Robinson (1972) review the modern literature, which is surprisingly thin.] In this note we use 'depth inversion' to refer specifically to this second kind of reversible perspective, in which real objects (rather than depicted ones) are perceived, from the standpoint of depth, as inside-out, so that their concave surfaces appear convex and vice versa. -
Course Notes
Siggraph ‘97 Stereo Computer Graphics for Virtual Reality Course Notes Lou Harrison David McAllister Martin Dulberg Multimedia Lab Department of Computer Science North Carolina State University ACM SIGGRAPH '97 Stereoscopic Computer Graphics for Virtual Reality David McAllister Lou Harrison Martin Dulberg MULTIMEDIA LAB COMPUTER SCIENCE DEPARTMENT NORTH CAROLINA STATE UNIVERSITY http://www.multimedia.ncsu.edu Multimedia Lab @ NC State Welcome & Overview • Introduction to depth perception & stereo graphics terminology • Methods to generate stereoscopic images • Stereo input/output techniques including head mounted displays • Algorithms in stereoscopic computer graphics Multimedia Lab @ NC State Speaker Biographies: David F. McAllister received his BS in mathematics from the University of North Carolina at Chapel Hill in 1963. Following service in the military, he attended Purdue University, where he received his MS in mathematics in 1967. He received his Ph. D. in Computer Science in 1972 from the University of North Carolina at Chapel Hill. Dr. McAllister is a professor in the Department of Computer Science at North Carolina State University. He has published many papers in the areas of 3D technology and computer graphics and has given several courses in these areas at SPIE, SPSE, Visualization and SIGGRAPH. He is the editor of a book on Stereo Computer Graphics published by Princeton University Press. Lou Harrison received his BS in Computer Science from North Carolina State University in 1987 and his MS in Computer Science, also from NCSU, in 1990. Mr. Harrison has taught courses in Operating Systems and Computer Graphics at NCSU and is currently Manager of Operations for the Department of Computer Science at NCSU while pursuing his Ph. -
A Primer on Binocular Rivalry, Including Current Controversies
A Primer on Binocular Rivalry, Including Current Controversies Randolph Blake Vanderbilt Vision Research Center Vanderbilt University Nashville TN 37240 USA running head: Binocular Rivalry email: [email protected] voice: 615-343-7010 FAX: 615-343-5029 Binocular Rivalry Abstract. Among psychologists and vision scientists, binocular rivalry has enjoyed sustained interest for decades dating back to the 19th century. In recent years, however, rivalry’s audience has expanded to include neuroscientists who envision rivalry as a “tool” for exploring the neural concomitants of conscious visual awareness and perceptual organization. For rivalry’s potential to be realized, workers using this “tool” need to know details of this fascinating phenomenon, and providing those details is the purpose of this article. After placing rivalry in a historical context, I summarize major findings concerning the spatial characteristics and the temporal dynamics of rivalry, discuss two major theoretical accounts of rivalry (“eye” vs “stimulus” rivalry) and speculate on possible neural concomitants of binocular rivalry. key words: binocular rivalry, suppression, conscious awareness, neural model, perceptual organization 1. Introduction The human brain has been touted as the most complex structure in the known universe (Thompson, 1985). This may be true, but despite its awesome powers the brain can behave like a confused adolescent when it is confronted with conflicting visual messages. When dissimilar visual stimuli are imaged on corresponding retinal regions of the two eyes, the brain lapses into an unstable state characterized by alternating periods of perceptual dominance during which one visual stimulus or the other is seen at a time. This confusion is understandable, for the eyes are signalling the brain that two different objects exist at the same location in space at the same time. -
Looking Into the Light: Reinventing the Apparatus in Contemporary Art
Looking into the Light: Reinventing the Apparatus in Contemporary Art CHRISTOPHER HANDRAN Bachelor of Visual Arts in Fine Art Bachelor of Arts (Visual Arts) Honours Submitted in fulfillment of the requirements of the degree Master of Arts (Research) 2013 School of Visual Arts | Faculty of Creative Industries | Queensland University of Technology Keywords Apparatus Dispositif Olafur Eliasson Vilém Flusser Carsten Höller Phenomenology Photomedia Pipilotti Rist Video Installation ii Abstract This practice-led research explores the ‘apparatus’ in relation to its mediation of experience in contemporary art. Drawing on the thought of Vilém Flusser, a model of the apparatus is developed. Technical images such as photography, film and video, are dependent on the apparatus for their production and dissemination, yet the apparatus itself is often hidden or obscured in both the experience of the work and the discourse that surrounds it. I propose that in making or modifying apparatuses that are part of the viewing experience, artists produce specific modes of spectatorship. Using the framework of the apparatus as an interpretive lens, these modes of spectatorship are considered in works by Carsten Höller, Pipilotti Rist and Olafur Eliasson. The research identifies key practice strategies that foreground the apparatus both in the production of work and in its presentation. These strategies are developed and articulated in the context of my own practice and explored through creative works in the exhibition ‘Complex Experience.’ The research therefore -
Towards Quantifying Depth and Size Perception in Virtual
Jannick P. Rolland Towards and Quantifying Depth William Gibson and Size Perception in Virtual Department of Computer Science, Environments CB3I75 University of North Carolina Chapel Hill, North Carolina 27599 Dan Ariely Department of Psychology, CB 3270 Abstract University of North Carolina Chapel Hill, North Carolina 27599 With the rapid advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and chal- lenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applications, a virtual ¡mage is superimposed on a real image. The unique problem raised by this superimposition is the difficulty that the human visual system may have in integrating information from these two environments. As a starting point to studying the problem of information integration in see-through environments, we investigate the quantification of depth and size perception of virtual objects relative to real objects in combined real and virtual environments. This starting point leads directly to the important issue of system calibra- tion, which must be completed before perceived depth and sizes are measured. Finally, preliminary experimental results on the perceived depth of spatially nonoverlapping real and virtual objects are presented. I Introduction Head-mounted displays (HMDs) have become popular tools for 3D visu- alization following the rapid advance of real-time computer graphics. They pro- vide 3D information to the user by presenting stereoscopic images to his eyes, similar to a simple slide stereoscope. The main difference is that the two images are scanned on two head-mounted miniature displays and can be updated in real time using fast computer graphics. -
Durham E-Theses
Durham E-Theses Stereoscopic 3D Technologies for Accurate Depth Tasks: A Theoretical and Empirical Study FRONER, BARBARA How to cite: FRONER, BARBARA (2011) Stereoscopic 3D Technologies for Accurate Depth Tasks: A Theoretical and Empirical Study, Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/3324/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 Stereoscopic 3D Technologies for Accurate Depth Tasks: A Theoretical and Empirical Study by Barbara Froner A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy School of Engineering and Computing Sciences Durham University United Kingdom Copyright °c 2011 by Barbara Froner Abstract Stereoscopic 3D Technologies for Accurate Depth Tasks: A Theoretical and Empirical Study Barbara Froner In the last decade an increasing number of application ¯elds, including medicine, geoscience and bio-chemistry, have expressed a need to visualise and interact with data that are inherently three-dimensional. -
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. -
Recovering Stereo Vision by Squashing Virtual Bugs in a Virtual Reality Rstb.Royalsocietypublishing.Org Environment
Recovering stereo vision by squashing virtual bugs in a virtual reality rstb.royalsocietypublishing.org environment Indu Vedamurthy1,†, David C. Knill1, Samuel J. Huang1,†, Amanda Yung1, 4 1,3,† 1,2 4 Research Jian Ding , Oh-Sang Kwon , Daphne Bavelier and Dennis M. Levi 1Department of Brain and Cognitive Sciences and Center for Visual Science, University of Rochester, Rochester, Cite this article: Vedamurthy I, Knill DC, NY 14627-0268, USA 2 Huang SJ, Yung A, Ding J, Kwon O-S, Bavelier Faculty of Psychology and Education Sciences, University of Geneva, CH-1211 Geneva 4, Switzerland 3School of Design and Human Engineering, UNIST, Ulsan 689-798, South Korea D, Levi DM. 2016 Recovering stereo vision by 4School of Optometry and Helen Wills Neuroscience Institute, University of California, Berkeley, CA 94720, USA squashing virtual bugs in a virtual reality DML, 0000-0002-5350-8639 environment. Phil. Trans. R. Soc. B 371: 20150264. Stereopsis is the rich impression of three-dimensionality, based on binocular http://dx.doi.org/10.1098/rstb.2015.0264 disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and Accepted: 9 March 2016 relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo- deficient owing to strabismus and/or amblyopia in a natural visuomotor One contribution of 15 to a theme issue task—a ‘bug squashing’ game—in a virtual reality environment. The subjects’ ‘Vision in our three-dimensional world’. -
The Emergent Holographic Scene PRINT Copyright
The Emergent Holographic Scene Compositions of movement and affect using multiplexed holographic images A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy Martina Mrongovius Bachelor of Applied Science (Applied Physics) School of Architecture + Design Spatial Information Architecture Laboratory RMIT University September 2011 Declaration I certify that except where due acknowledgement has been made, the work is that of the author alone; the work has not been submitted previously, in whole or in part, to qualify for any other academic award; the content of the thesis is the result of work which has been carried out since the official commencement date of the approved research program; any editorial work, paid or unpaid, carried out by a third party is acknowledged; and, ethics procedures and guidelines have been followed. Martina Mrongovius 15 September 2011 2 The Emergent Holographic Scene Compositions of movement and affect using multiplexed holographic images Conventionally, a hologram offers a view into a single space; a window onto a scene. The term ʻhologramʼ, refers to both a method of encoding a spatial image within a physical surface and the reconstructed optical image that is produced through the diffraction of light as it meets with that surface. A holographic window of perspective allows for bio-ocular depth perception and for the viewer to move as they look from different angles through the hologram. When the recorded visual perspective matches the viewerʼs perceptual sense of space the holographic image produces a visually-realistic volume: a 3- dimensional light sculpture. This research explores the multiplex or stencilled hologram, which divides the perspective window so that the viewer moving around the hologram perceives a composition of views, superimposed into a holographic scene.