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Stereo 3D (Depth) from 2D
Stereo 3D (Depth) from 2D • 3D information is lost by Viewing Stereo projection. Stereograms • How do we recover 3D Autostereograms information? Depth from Stereo Image 3D Model Depth Cues Shadows: Occlusions: Shading: Size Constancy Perspective Illusions (perspective): Height in Plane: Texture Gradient: 3D from 2D + Accommodation • Accommodation (Focus) • Change in lens curvature • Eye Vengeance according to object depth. • Effective depth: 20-300 cm. • Motion. • Stereo Accommodation Eye Vergence • Change in lens curvature • Change in lens curvature according to object depth. according to object depth. • Effective depth: 20-300 cm. • Effective depth: up to 6 m. Motion: Motion: Stereo Vision • In a system with 2 cameras (eyes), 2 different images are captured. • The "disparity" between the images is larger for closer objects: 1 disp ∝ depth • "Fusion" of these 2 images gives disparities depth information. Left Right Right Eye Left Eye Right Eye Left Eye Image Separation for Stereo • Special Glasses • Red/green images with red/green glasses. • Orthogonal Polarization • Alternating Shuttering Optic System Optic System Parlor Stereo Viewer 1850 Viewmaster 1939 ViduTech 2011 Active Shutter System Red/Green Filters Anaglyphs Anaglyphs How they Work Orthogonal Polarization Orthogonal Polarization Linear Polarizers: 2 polarized projectors are used (or alternating polarization) Orthogonal Polarization Orthogonal Polarization Circular Polarizers: Circular Polarizers: Left handed Right handed Orthogonal Polarization TV and Computer Screens Polarized Glasses Circular Polarizer Glasses: Same as polarizers – but reverse light direction Left handed Right handed Glasses Free TV and Glasses Free TV and Computer Screens Computer Screens Parallax Stereogram Parallax Stereogram Parallax Barrier display Uses Vertical Slits Blocks part of screen from each eye Glasses Free TV and Glasses Free TV and Computer Screens Computer Screens Lenticular lens method Lenticular lens method Uses lens arrays to send different Image to each eye. -
A Review and Selective Analysis of 3D Display Technologies for Anatomical Education
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2018 A Review and Selective Analysis of 3D Display Technologies for Anatomical Education Matthew Hackett University of Central Florida Part of the Anatomy Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Hackett, Matthew, "A Review and Selective Analysis of 3D Display Technologies for Anatomical Education" (2018). Electronic Theses and Dissertations, 2004-2019. 6408. https://stars.library.ucf.edu/etd/6408 A REVIEW AND SELECTIVE ANALYSIS OF 3D DISPLAY TECHNOLOGIES FOR ANATOMICAL EDUCATION by: MATTHEW G. HACKETT BSE University of Central Florida 2007, MSE University of Florida 2009, MS University of Central Florida 2012 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Modeling and Simulation program in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2018 Major Professor: Michael Proctor ©2018 Matthew Hackett ii ABSTRACT The study of anatomy is complex and difficult for students in both graduate and undergraduate education. Researchers have attempted to improve anatomical education with the inclusion of three-dimensional visualization, with the prevailing finding that 3D is beneficial to students. However, there is limited research on the relative efficacy of different 3D modalities, including monoscopic, stereoscopic, and autostereoscopic displays. -
Dynamic Accommodative Response to Different Visual Stimuli
Ophthalmic & Physiological Optics ISSN 0275-5408 Dynamic accommodative response to different visual stimuli (2D vs 3D) while watching television and while playing Nintendo 3DS Console Sı´lvia Oliveira, Jorge Jorge and Jose ´ M Gonza ´ lez-Me ´ ijome Clinical and Experimental Optometry Research Lab, Centre of Physics (Optometry), School of Sciences, University of Minho, Braga, Portugal Citation information: Oliveira S, Jorge J & Gonza ´ lez-Me ´ijome JM. Dynamic accommodative response to different visual stimuli (2D vs 3D) while watching television and while playing Nintendo 3DS Console. Ophthalmic Physiol Opt 2012, 32 , 383–389. doi: 10.1111/j.1475-1313.2012.00934.x Keywords: 3D television, accommodative Abstract response, Nintendo 3DS, three dimensions Purpose: The aim of the present study was to compare the accommodative Correspondence : Sı´lvia Oliveira response to the same visual content presented in two dimensions (2D) and ste- E-mail address: [email protected] reoscopically in three dimensions (3D) while participants were either watching a television (TV) or Nintendo 3DS console. Received: 06 January 2012; Accepted: 18 July Methods: Twenty-two university students, with a mean age of 20.3 ± 2.0 years 2012 (mean ± S.D.), were recruited to participate in the TV experiment and fifteen, with a mean age of 20.1 ± 1.5 years took part in the Nintendo 3DS console study. The accommodative response was measured using a Grand Seiko WAM 5500 autorefractor. In the TV experiment, three conditions were used initially: the film was viewed in 2D mode (TV2D without glasses), the same sequence was watched in 2D whilst shutter-glasses were worn (TV2D with glasses) and the sequence was viewed in 3D mode (TV3D). -
Dimensional Television Just a Fashion That Comes and Goes Like A
Broadcasting Has 3D TV come of age? Everyone wants to know: is three- dimensional television just a fashion that comes and goes like a spring clothing collection? Or will it be different this time? The 2010 FIFA World Cup in South Africa and the 2012 Summer Olympic AFP Games in London will include 3D television coverage, heightening the public’s appetite for this new viewing experience. 4 ITU News 2 | 2010 March 2010 Has 3D TV come of age? Broadcasting ITU/V. Martin ITU/V. D. Wood Christoph Dosch David Wood Chairman of ITU–R Chairman of ITU–R Study Group 6 Working Party 6C Has 3D TV come of age? Everyone wants to know: is three-dimensional tel- There are indications that, if ever 3D TV was go- evision (3D TV) just a fashion that comes and goes ing to succeed, now is the time. A confl uence of fac- like a spring clothing collection? That is rather how it tors means that the quality of 3D TV is going to be has been regarded before — more than once. About higher than was ever possible before. But with a his- every 25 years, since the beginning of the twentieth tory of “boom and bust”, and arguably with some century, 3D catches the public (and business) imagi- eye fatigue issues still unresolved, is this the time for nation. Each time its star fades. But each time its se- the viewer or industry to invest in 3D TV? The answer crets are kept alive by enthusiasts. is that no one knows for sure, but success or failure Will it be different this time? Will the technology in agreeing common technical standards will play a be able to permanently win audiences for television, part. -
State-Of-The-Art in Holography and Auto-Stereoscopic Displays
State-of-the-art in holography and auto-stereoscopic displays Daniel Jönsson <Ersätt med egen bild> 2019-05-13 Contents Introduction .................................................................................................................................................. 3 Auto-stereoscopic displays ........................................................................................................................... 5 Two-View Autostereoscopic Displays ....................................................................................................... 5 Multi-view Autostereoscopic Displays ...................................................................................................... 7 Light Field Displays .................................................................................................................................. 10 Market ......................................................................................................................................................... 14 Display panels ......................................................................................................................................... 14 AR ............................................................................................................................................................ 14 Application Fields ........................................................................................................................................ 15 Companies ................................................................................................................................................. -
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. -
Distributed Rendering for Multiview Parallax Displays
Distributed Rendering for Multiview Parallax Displays Annen T.a, Matusik W.b, P¯ster H.b, Seidel H-P.a, Zwicker M.c aMPI, SaarbrucÄ ken, Germany bMERL, Cambridge, MA, USA cMIT, Cambridge, MA, USA ABSTRACT 3D display technology holds great promise for the future of television, virtual reality, entertainment, and visual- ization. Multiview parallax displays deliver stereoscopic views without glasses to arbitrary positions within the viewing zone. These systems must include a high-performance and scalable 3D rendering subsystem in order to generate multiple views at real-time frame rates. This paper describes a distributed rendering system for large-scale multiview parallax displays built with a network of PCs, commodity graphics accelerators, multiple projectors, and multiview screens. The main challenge is to render various perspective views of the scene and assign rendering tasks e®ectively. In this paper we investigate two di®erent approaches: Optical multiplexing for lenticular screens and software multiplexing for parallax-barrier displays. We describe the construction of large- scale multi-projector 3D display systems using lenticular and parallax-barrier technology. We have developed di®erent distributed rendering algorithms using the Chromium stream-processing framework and evaluate the trade-o®s and performance bottlenecks. Our results show that Chromium is well suited for interactive rendering on multiview parallax displays. Keywords: Multiview Parallax Displays, Distributed Rendering, Software/Optical Multiplexing, Automatic Calibration 1. INTRODUCTION For more than a century, the display of true three-dimensional images has inspired the imagination and ingenu- ity of engineers and inventors. Ideally, such 3D displays provide stereopsis (i.e., binocular perception of depth), kineopsis (i.e., depth perception from motion parallax), and accommodation (i.e., depth perception through fo- cusing). -
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. -
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. -
The Varriertm Autostereoscopic Virtual Reality Display
submission id papers_0427 The VarrierTM Autostereoscopic Virtual Reality Display Daniel J. Sandin, Todd Margolis, Jinghua Ge, Javier Girado, Tom Peterka, Thomas A. DeFanti Electronic Visualization Laboratory University of Illinois at Chicago [email protected] Abstract In most other lenticular and barrier strip implementations, stereo is achieved by sorting image slices in integer (image) coordinates. Virtual reality (VR) has long been hampered by the gear Moreover, many autostereo systems compress scene depth in the z needed to make the experience possible; specifically, stereo direction to improve image quality but Varrier is orthoscopic, glasses and tracking devices. Autostereoscopic display devices are which means that all 3 dimensions are displayed in the same gaining popularity by freeing the user from stereo glasses, scale. Besides head-tracked perspective interaction, the user can however few qualify as VR displays. The Electronic Visualization further interact with VR applications through hand-held devices Laboratory (EVL) at the University of Illinois at Chicago (UIC) such as a 3d wand, for example to control navigation through has designed and produced a large scale, high resolution head- virtual worlds. tracked barrier-strip autostereoscopic display system that There are four main contributions of this paper. New virtual produces a VR immersive experience without requiring the user to barrier algorithms are presented that enhance image quality and wear any encumbrances. The resulting system, called Varrier, is a lower color shifts by operating at sub-pixel resolution. Automated passive parallax barrier 35-panel tiled display that produces a camera-based registration of the physical and virtual barrier strip wide field of view, head-tracked VR experience. -
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. -
Analysis of the Encoding Efficiency of 3D HEVC
3rd International Conference on Multimedia Technology(ICMT 2013) Analysis of the Encoding Efficiency of 3D HEVC Tian Tian 1, Xiuhua Jiang2 and Caihong Wang3 Abstract This paper mainly studies currently developing 3D video coding based on HEVC. HEVC-based 3D video coding mainly focuses on 3DTV and auto- stereoscopic video compression system. A variety of new encoding tools, such as inter-view motion prediction and depth modeling modes, have been added in 3D HEVC. The interest is created to confirm if these new features and tools improve the encoding efficiency of 3D HEVC. The goal of this article is to analyze the en- coding and compression efficiency of 3D High Efficiency Video Coding. In our experiments for stereo video without depth maps, 3D HEVC provides 59.44% and 24.32% average bit rate savings with respect to HEVC simulcast for the dependent view and both two views, while MVC provides 12.53% and 5.99% in comparison with H.264/AVC simulcast. The results indicate that 3D HEVC can remove re- dundancy between the views more effectively than MVC. Keywords: 3D video coding, 3D HEVC, MVC 1 Introduction In recent years the interest for 3D television (3DTV) and free viewpoint video (FVV) has been increased constantly. 3D movie, 3DTV and Blu-ray Disc have feasted thousands of consumers’ eyes on 3D video. While stereo displays with glasses require 2 views, auto-stereoscopic displays without glasses, which require not only 2 but a multitude of different views, are regarded as a promising technol- ogy. 1 Tian Tian () Information Engineering School, Communication University of China, Beijing, China e-mail: [email protected] 2 Xiuhua Jiang Information Engineering School, Communication University of China, Beijing, China 3 Caihong Wang Information Engineering School, Communication University of China, Beijing, China © 2013.