3D Television : Ready to Upgrade
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
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. -
Intraocular Lenses and Spectacle Correction
MEDICAL POLICY POLICY TITLE INTRAOCULAR LENSES, SPECTACLE CORRECTION AND IRIS PROSTHESIS POLICY NUMBER MP-6.058 Original Issue Date (Created): 6/2/2020 Most Recent Review Date (Revised): 6/9/2020 Effective Date: 2/1/2021 POLICY PRODUCT VARIATIONS DESCRIPTION/BACKGROUND RATIONALE DEFINITIONS BENEFIT VARIATIONS DISCLAIMER CODING INFORMATION REFERENCES POLICY HISTORY I. POLICY Intraocular Lens Implant (IOL) Initial IOL Implant A standard monofocal intraocular lens (IOL) implant is medically necessary when the eye’s natural lens is absent including the following: Following cataract extraction Trauma to the eye which has damaged the lens Congenital cataract Congenital aphakia Lens subluxation/displacement A standard monofocal intraocular lens (IOL) implant is medically necessary for anisometropia of 3 diopters or greater, and uncorrectable vision with the use of glasses or contact lenses. Premium intraocular lens implants including but not limited to the following are not medically necessary for any indication, including aphakia, because each is intended to reduce the need for reading glasses. Presbyopia correcting IOL (e.g., Array® Model SA40, ReZoom™, AcrySof® ReStor®, TECNIS® Multifocal IOL, Tecnis Symfony and Tecnis SymfonyToric, TRULIGN, Toric IO, Crystalens Aspheric Optic™) Astigmatism correcting IOL (e.g., AcrySof IQ Toric IOL (Alcon) and Tecnis Toric Aspheric IOL) Phakic IOL (e.g., ARTISAN®, STAAR Visian ICL™) Replacement IOLs MEDICAL POLICY POLICY TITLE INTRAOCULAR LENSES, SPECTACLE CORRECTION AND IRIS PROSTHESIS POLICY NUMBER -
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. -
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. -
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. -
Dr. Juan Carlos Jácome Fernández
Title CAPTURING OF 3D CONTENT USING A SINGLE APERTURE CAMERA Name: Dr. Juan Carlos Jácome Fernández This is a digitised version of a dissertation submitted to the University of Bedfordshire. It is available to view only. This item is subject to copyright. CAPTURING OF 3D CONTENT USING A SINGLE APERTURE CAMERA By Juan Carlos Jácome Fernández A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of Philosophy October 2017 Abstract Integral imaging has recently re-emerged as an alternative to current 3D capturing systems, providing post-production refocusing capabilities and reducing the complexity of 3D capturing systems. One of the main drawbacks of conventional plenoptic 1 integral imaging systems is the implementation of a single custom made microlens array which has a fixed focal length and a high cost/low scalability associated with. This thesis demonstrates a variable focal length microlens arrays system, which can flexibly operate within a range of various focal lengths, increase the cost-effectiveness of the integral imaging system and offers the opportunity to manipulate the main camera optical parameters without modifying the objective lens settings. To validate the proposed concept, a custom-made integral imaging camera system was designed and built (IMPERX 4K system). Based on the results obtained from two initial optical simulations, software simulation and mathematical model; the suitable microlens arrays were acquired, and several experiments were performed to establish the feasibility of a variable focal length microlens arrays system. The results obtained show the proposed system performed as expected. The variable focal length system represents an ideal method to control microlens focal length, as it offers a higher microlens count, without a dedicated electronic system, whose performance is not susceptible to temperature-pressure changes and can operate in real-time as it does not require downtimes to re-adjust. -
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.