Is Autostereoscopy Useful for Handheld Augmented Reality?
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Stereoscopic Vision, Stereoscope, Selection of Stereo Pair and Its Orientation
International Journal of Science and Research (IJSR) ISSN (Online): 2319-7064 Impact Factor (2012): 3.358 Stereoscopic Vision, Stereoscope, Selection of Stereo Pair and Its Orientation Sunita Devi Research Associate, Haryana Space Application Centre (HARSAC), Department of Science & Technology, Government of Haryana, CCS HAU Campus, Hisar – 125 004, India , Abstract: Stereoscope is to deflect normally converging lines of sight, so that each eye views a different image. For deriving maximum benefit from photographs they are normally studied stereoscopically. Instruments in use today for three dimensional studies of aerial photographs. If instead of looking at the original scene, we observe photos of that scene taken from two different viewpoints, we can under suitable conditions, obtain a three dimensional impression from the two dimensional photos. This impression may be very similar to the impression given by the original scene, but in practice this is rarely so. A pair of photograph taken from two cameras station but covering some common area constitutes and stereoscopic pair which when viewed in a certain manner gives an impression as if a three dimensional model of the common area is being seen. Keywords: Remote Sensing (RS), Aerial Photograph, Pocket or Lens Stereoscope, Mirror Stereoscope. Stereopair, Stere. pair’s orientation 1. Introduction characteristics. Two eyes must see two images, which are only slightly different in angle of view, orientation, colour, A stereoscope is a device for viewing a stereoscopic pair of brightness, shape and size. (Figure: 1) Human eyes, fixed on separate images, depicting left-eye and right-eye views of same object provide two points of observation which are the same scene, as a single three-dimensional image. -
Interacting with Autostereograms
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/336204498 Interacting with Autostereograms Conference Paper · October 2019 DOI: 10.1145/3338286.3340141 CITATIONS READS 0 39 5 authors, including: William Delamare Pourang Irani Kochi University of Technology University of Manitoba 14 PUBLICATIONS 55 CITATIONS 184 PUBLICATIONS 2,641 CITATIONS SEE PROFILE SEE PROFILE Xiangshi Ren Kochi University of Technology 182 PUBLICATIONS 1,280 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Color Perception in Augmented Reality HMDs View project Collaboration Meets Interactive Spaces: A Springer Book View project All content following this page was uploaded by William Delamare on 21 October 2019. The user has requested enhancement of the downloaded file. Interacting with Autostereograms William Delamare∗ Junhyeok Kim Kochi University of Technology University of Waterloo Kochi, Japan Ontario, Canada University of Manitoba University of Manitoba Winnipeg, Canada Winnipeg, Canada [email protected] [email protected] Daichi Harada Pourang Irani Xiangshi Ren Kochi University of Technology University of Manitoba Kochi University of Technology Kochi, Japan Winnipeg, Canada Kochi, Japan [email protected] [email protected] [email protected] Figure 1: Illustrative examples using autostereograms. a) Password input. b) Wearable e-mail notification. c) Private space in collaborative conditions. d) 3D video game. e) Bar gamified special menu. Black elements represent the hidden 3D scene content. ABSTRACT practice. This learning effect transfers across display devices Autostereograms are 2D images that can reveal 3D content (smartphone to desktop screen). when viewed with a specific eye convergence, without using CCS CONCEPTS extra-apparatus. -
Dualcad : Intégrer La Réalité Augmentée Et Les Interfaces D'ordinateurs De Bureau Dans Un Contexte De Conception Assistée Par Ordinateur
ÉCOLE DE TECHNOLOGIE SUPÉRIEURE UNIVERSITÉ DU QUÉBEC MÉMOIRE PRÉSENTÉ À L’ÉCOLE DE TECHNOLOGIE SUPÉRIEURE COMME EXIGENCE PARTIELLE À L’OBTENTION DE LA MAÎTRISE AVEC MÉMOIRE EN GÉNIE LOGICIEL M. Sc. A. PAR Alexandre MILLETTE DUALCAD : INTÉGRER LA RÉALITÉ AUGMENTÉE ET LES INTERFACES D'ORDINATEURS DE BUREAU DANS UN CONTEXTE DE CONCEPTION ASSISTÉE PAR ORDINATEUR MONTRÉAL, LE 27 AVRIL 2016 Alexandre Millette, 2016 Cette licence Creative Commons signifie qu’il est permis de diffuser, d’imprimer ou de sauvegarder sur un autre support une partie ou la totalité de cette œuvre à condition de mentionner l’auteur, que ces utilisations soient faites à des fins non commerciales et que le contenu de l’œuvre n’ait pas été modifié. PRÉSENTATION DU JURY CE MÉMOIRE A ÉTÉ ÉVALUÉ PAR UN JURY COMPOSÉ DE : M. Michael J. McGuffin, directeur de mémoire Département de génie logiciel et des TI à l’École de technologie supérieure M. Luc Duong, président du jury Département de génie logiciel et des TI à l’École de technologie supérieure M. David Labbé, membre du jury Département de génie logiciel et des TI à l’École de technologie supérieure IL A FAIT L’OBJET D’UNE SOUTENANCE DEVANT JURY ET PUBLIC LE 6 AVRIL 2016 À L’ÉCOLE DE TECHNOLOGIE SUPÉRIEURE AVANT-PROPOS Lorsqu’il m’est venu le temps de choisir si je désirais faire une maîtrise avec ou sans mémoire, les technologies à Réalité Augmentée (RA) étaient encore des embryons de projets, entrepris par des compagnies connues pour leurs innovations, telles que Google avec leur Google Glasses, ou par des compagnies émergentes, telles que META et leur Spaceglasses. -
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. -
Multi-Perspective Stereoscopy from Light Fields
Multi-Perspective stereoscopy from light fields The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Changil Kim, Alexander Hornung, Simon Heinzle, Wojciech Matusik, and Markus Gross. 2011. Multi-perspective stereoscopy from light fields. ACM Trans. Graph. 30, 6, Article 190 (December 2011), 10 pages. As Published http://dx.doi.org/10.1145/2070781.2024224 Publisher Association for Computing Machinery (ACM) Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/73503 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike 3.0 Detailed Terms http://creativecommons.org/licenses/by-nc-sa/3.0/ Multi-Perspective Stereoscopy from Light Fields Changil Kim1,2 Alexander Hornung2 Simon Heinzle2 Wojciech Matusik2,3 Markus Gross1,2 1ETH Zurich 2Disney Research Zurich 3MIT CSAIL v u s c Disney Enterprises, Inc. Input Images 3D Light Field Multi-perspective Cuts Stereoscopic Output Figure 1: We propose a framework for flexible stereoscopic disparity manipulation and content post-production. Our method computes multi-perspective stereoscopic output images from a 3D light field that satisfy arbitrary prescribed disparity constraints. We achieve this by computing piecewise continuous cuts (shown in red) through the light field that enable per-pixel disparity control. In this particular example we employed gradient domain processing to emphasize the depth of the airplane while suppressing disparities in the rest of the scene. Abstract tions of autostereoscopic and multi-view autostereoscopic displays even glasses-free solutions become available to the consumer. This paper addresses stereoscopic view generation from a light field. We present a framework that allows for the generation However, the task of creating convincing yet perceptually pleasing of stereoscopic image pairs with per-pixel control over disparity, stereoscopic content remains difficult. -
STAR 1200 & 1200XL User Guide
STAR 1200 & 1200XL Augmented Reality Systems User Guide VUZIX CORPORATION VUZIX CORPORATION STAR 1200 & 1200XL – User Guide © 2012 Vuzix Corporation 2166 Brighton Henrietta Town Line Road Rochester, New York 14623 Phone: 585.359.5900 ! Fax: 585.359.4172 www.vuzix.com 2 1. STAR 1200 & 1200XL OVERVIEW ................................... 7! System Requirements & Compatibility .................................. 7! 2. INSTALLATION & SETUP .................................................. 14! Step 1: Accessory Installation .................................... 14! Step 2: Hardware Connections .................................. 15! Step 3: Adjustment ..................................................... 19! Step 4: Software Installation ...................................... 21! Step 5: Tracker Calibration ........................................ 24! 3. CONTROL BUTTON & ON SCREEN DISPLAY ..................... 27! VGA Controller .................................................................... 27! PowerPak+ Controller ......................................................... 29! OSD Display Options ........................................................... 30! 4. STAR HARDWARE ......................................................... 34! STAR Display ...................................................................... 34! Nose Bridge ......................................................................... 36! Focus Adjustment ................................................................ 37! Eye Separation ................................................................... -
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. -
Investigating Intermittent Stereoscopy: Its Effects on Perception and Visual Fatigue
©2016 Society for Imaging Science and Technology DOI: 10.2352/ISSN.2470-1173.2016.5.SDA-041 INVESTIGATING INTERMITTENT STEREOSCOPY: ITS EFFECTS ON PERCEPTION AND VISUAL FATIGUE Ari A. Bouaniche, Laure Leroy; Laboratoire Paragraphe, Université Paris 8; Saint-Denis; France Abstract distance in virtual environments does not clearly indicate that the In a context in which virtual reality making use of S3D is use of binocular disparity yields a better performance, and a ubiquitous in certain industries, as well as the substantial amount cursory look at the literature concerning the viewing of of literature about the visual fatigue S3D causes, we wondered stereoscopic 3D (henceforth abbreviated S3D) content leaves little whether the presentation of intermittent S3D stimuli would lead to doubt as to some negative consequences on the visual system, at improved depth perception (over monoscopic) while reducing least for a certain part of the population. subjects’ visual asthenopia. In a between-subjects design, 60 While we do not question the utility of S3D and its use in individuals under 40 years old were tested in four different immersive environments in this paper, we aim to position conditions, with head-tracking enabled: two intermittent S3D ourselves from the point of view of user safety: if, for example, the conditions (Stereo @ beginning, Stereo @ end) and two control use of S3D is a given in a company setting, can an implementation conditions (Mono, Stereo). Several optometric variables were of intermittent horizontal disparities aid in depth perception (and measured pre- and post-experiment, and a subjective questionnaire therefore in task completion) while impacting the visual system assessing discomfort was administered. -
THE INFLUENCES of STEREOSCOPY on VISUAL ARTS Its History, Technique and Presence in the Artistic World
University of Art and Design Cluj-Napoca PhD THESIS SUMMARY THE INFLUENCES OF STEREOSCOPY ON VISUAL ARTS Its history, technique and presence in the artistic world PhD Student: Scientific coordinator: Nyiri Dalma Dorottya Prof. Univ. Dr. Ioan Sbârciu Cluj-Napoca 2019 1 CONTENTS General introduction ........................................................................................................................3 Chapter 1: HISTORY OF STEREOSCOPY ..............................................................................4 1.1 The theories of Euclid and the experiments of Baptista Porta .........................................5 1.2 Leonardo da Vinci and Francois Aguillon (Aguilonius) .................................................8 1.3 The Inventions of Sir Charles Wheatstone and Elliot ...................................................18 1.4 Sir David Brewster's contributions to the perfection of the stereoscope .......................21 1.5 Oliver Wendell Holmes, the poet of stereoscopy ..........................................................23 1.6 Apex of stereoscopy .......................................................................................................26 1.7 Underwood & Keystone .................................................................................................29 1.8 Favorite topics in stereoscopy ........................................................................................32 1.8.1 Genre Scenes33 .........................................................................................................33 -
2018 First Call for Papers4 2013+First+Call+For+Papers+V4.Qxd
FIRST CALL FOR PAPERS Display Week 2018 Society for Information Display INTERNATIONAL SYMPOSIUM, SEMINAR & EXHIBITION May 20 – 25, 2018 LOS ANGELES CONVENTION CENTER LOS ANGELES, CALIFORNIA, USA www.displayweek.org • Photoluminescence and Applications – Using quantum Special Topics for 2018 nanomaterials for color-conversion applications in display components and in pixel-integrated configurations. Optimizing performance and stability for integration on- The Display Week 2018 Technical Symposium will chip (inside LED package) and in remote phosphor be placing special emphasis on four Special Topics configurations for backlight units. of Interest to address the rapid growth of the field of • Micro Inorganic LEDs and Applications – Emerging information display in the following areas: Augmented technologies based on scaling down inorganic LEDs for Reality, Virtual Reality, and Artificial Intelligence; use as arrayed emitters in display applications, with Quantum Dots and Micro-LEDs; and Wearable opportunities from large video displays down to high Displays, Sensors, and Devices. Submissions relating resolution microdisplays. Science and technology of to these special topics are highly encouraged. micro LED devices, materials, and processes for the fabrication and integration with electronic drive back- 1. AUGMENTED REALITY, VIRTUAL REALITY, AND planes. Color generation, performance, and stability. ARTIFICIAL INTELLIGENCE (AR, VR, AND AI) Packaging and module assembly solutions for emerging This special topic will cover the technologies and -
Multi-User Display Systems, Compendium of the State of the Art
Multi-user display systems, Compendium of the State of the Art. Juan Sebastian Munoz-Arango; Research Assistant EAC - UA Little Rock; Little Rock, AR, Dirk Reiners; Research Scientist EAC - UA Little Rock; Little Rock, AR Carolina Cruz-Neira; Research Director EAC - UA Little Rock; Little Rock, AR Abstract egories: Spatial Barriers, Optical Filtering, Optical Routing and One of the main shortcomings of most Virtual Reality display sys- Time Multiplexing. tems, be it head-mounted displays or projection based systems like In addition to these categories it is worth mentioning volu- CAVEs, is that they can only provide the correct perspective to a metric displays and light field displays, which are relevant to the single user. This is a significant limitation that reduces the appli- multi user viewing topic even though they achieve multi user per- cability of Virtual Reality approaches for most kinds of group col- spective through a totally different approach. laborative work, which is becoming more and more important in many disciplines. Different approaches have been tried to present Spatial barriers multiple images to different users at the same time, like optical Spatial barriers take advantage of the display’s physical config- barriers, optical filtering, optical routing, time multiplex, volu- uration and user placement to display users’ specific views. Es- metric displays and lightfield displays among others. This paper sentially they form a mechanical barrier that lets each user see a describes, discusses and compares different approaches that have subset of the underlying displays’ pixels. been developed and develop an evaluation approach to identify The spatial barriers approach has been around for a while. -
GRAPHICS HARDWARE WHAT’S in STORE GRAPHICS CARDS GRAPHICS CARDS DEDICATED (EXTERNAL) High Performance Power Consumption Heat Emission
10 COMPUTER GRAPHICS HARDWARE WHAT’S IN STORE GRAPHICS CARDS GRAPHICS CARDS DEDICATED (EXTERNAL) High performance Power consumption Heat emission INTEGRATED (INTERNAL) Low power, low heat Mobile devices, on board Integrated with CPU ARCHITECTURE VERTEX SHADERS (TRANSFORM GEOMETRY) GEOMETRY SHADERS (CREATE NEW GEOMETRY) PIXEL SHADERS (COLORS, SHADOWS…) UNIFIED SHADERS One type of processors for all operations GTX 680 = 1536 unified shader cores CUDA, GPGPU General (not only graphics) performed on GPU Parallelism (HW video encoding, numerical computations) CONNECTORS VGA Analog DVI Digital + Analog HDMI Digital miniHDMI, microHDMI DISPLAYPORT Digital, Analog Mini DisplayPort (Apple) MANUFACTURERS NVIDIA GeForce, Quadro, Tesla AMD (FORMERLY ATI) Radeon, FirePro INTEL Integrated in Core CPUs POWERVR ARM Mali DISPLAYS CATHODE RAY TUBE (CRT) CATHODE RAY TUBE (CRT) ANALOG TVS OLD COMPUTER MONITORS MEDIUM SIZE DISPLAYS LIGHT EMISSION Black is black FLICKER 75-100 Hz for work http://www.bthompson.net/ PLASMA (PDP, NEO-PDP) NOT SUITABLE FOR COMPUTER DISPLAYS LARGE SCREENS (30”+) LIGHT EMISSION Black is black HIGH ENERGY DEMANDS VIEW ANGLE DOESN’T MATTER IMAGE RETENTION Reduced for Neo-PDP LIQUID CRYSTAL DISPLAY (LCD) CRYSTALS BLOCK LIGHT FROM BACK SOURCE Black is hard to achieve DIFFERENT TECHNOLOGIES (TN, IPS, MVA, …) LOW ENERGY CONSUMPTION LARGE SCREENS VIEW ANGLES ISSUE LCD LED CONFUSION OLED (ORGANIC LIGHT-EMITTING DIODE) LIGHT EMISSION GOOD CONTRAST AND COLORS EXPENSIVE PRODUCTION Small screens so far LOW ENERGY POTENTIALLY FLEXIBLE VIEW ANGLE