Dissertations / Theses on the topic 'Stereoscopic depth'

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1

Sun, Geng. "Perceived depth control in stereoscopic cinematography." Thesis, Durham University, 2012. http://etheses.dur.ac.uk/3458/.

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Despite the recent explosion of interest in the stereoscopic 3D (S3D) technology, the ultimate prevailing of the S3D medium is still significantly hindered by adverse effects regarding the S3D viewing discomfort. This thesis attempts to improve the S3D viewing experience by investigating perceived depth control methods in stereoscopic cinematography on desktop 3D displays. The main contributions of this work are: (1) A new method was developed to carry out human factors studies on identifying the practical limits of the 3D Comfort Zone on a given 3D display. Our results suggest that it is necessary for cinematographers to identify the specific limits of 3D Comfort Zone on the target 3D display as different 3D systems have different ranges for the 3D Comfort Zone. (2) A new dynamic depth mapping approach was proposed to improve the depth perception in stereoscopic cinematography. The results of a human-based experiment confirmed its advantages in controlling the perceived depth in viewing 3D motion pictures over the existing depth mapping methods. (3) The practicability of employing the Depth of Field (DoF) blur technique in S3D was also investigated. Our results indicate that applying the DoF blur simulation on stereoscopic content may not improve the S3D viewing experience without the real time information about what the viewer is looking at. Finally, a basic guideline for stereoscopic cinematography was introduced to summarise the new findings of this thesis alongside several well-known key factors in 3D cinematography. It is our assumption that this guideline will be of particular interest not only to 3D filmmaking but also to 3D gaming, sports broadcasting, and TV production.
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Fouche, Mark-Anthony. "Using depth information to aid stereoscopic image forensics." Diss., University of Pretoria, 2014. http://hdl.handle.net/2263/46269.

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With the advances in image manipulation software, it has become easier to manipulate digital images. These manipulations can be used to increase image quality, but can also be used to depict a scene that never occurred. One of the purposes of digital image forensics is to identify such manipulations. There is however a lack of research on the detection of manipulated stereoscopic images. Stereoscopic images are images which create an illusion of depth for the viewer by showing an image pair that correlates to a person’s left and right eye. This dissertation investigates how depth information can be used to detect stereoscopic image manipulations. Two techniques were developed and tested through experimentation. The first technique used disparity maps to highlight large areas without internal depth. These areas can be the product of non-stereoscopic to stereoscopic splicing techniques. Experimentation results showed that areas without internal depth can be detected. However, the detected areas can be the product of natural occurrences in images and not only non-stereoscopic to stereoscopic splicing. Post investigation of detected areas is thus required to verify the results. The second technique used a derived formula to determine the distance an area will lose internal depth. Experimentation results showed that the formula is fairly accurate. This information can be used to aid the detection of internal depth inconsistencies in stereoscopic images. These inconsistencies can arise due to stereoscopic image splicing or other image manipulation techniques that may modify the internal depth of a stereoscopic image.
Dissertation (MSc)--University of Pretoria, 2014.
tm2015
Computer Science
MSc
Unrestricted
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3

Berry, Jonathan Stuart. "Quality-controlled audio-visual depth in stereoscopic 3D media." Thesis, Durham University, 2015. http://etheses.dur.ac.uk/11286/.

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Background: The literature proposes several algorithms that produce “quality-controlled” stereoscopic depth in 3D films by limiting the stereoscopic depth to a defined depth budget. Like stereoscopic displays, spatial sound systems provide the listener with enhanced (auditory) depth cues, and are now commercially available in multiple forms. AIM: We investigate the implications of introducing auditory depth cues to quality-controlled 3D media, by asking: “Is it important to quality-control audio-visual depth by considering audio-visual interactions, when integrating stereoscopic display and spatial sound systems?” Motivation: There are several reports in literature of such “audio-visual interactions”, in which visual and auditory perception influence each other. We seek to answer our research question by investigating whether these audio-visual interactions could extend the depth budget used in quality-controlled 3D media. Method/Conclusions: The related literature is reviewed before presenting four novel experiments that build upon each other’s conclusions. In the first experiment, we show that content created with a stereoscopic depth budget creates measurable positive changes in audiences’ attitude towards 3D films. These changes are repeatable for different locations, displays and content. In the second experiment we calibrate an audio-visual display system and use it to measure the minimum audible depth difference. Our data is used to formulate recommendations for content designers and systems engineers. These recommendations include the design of an auditory depth perception screening test. We then show that an auditory-visual stimulus with a nearer auditory depth is perceived as nearer. We measure the impact of this effect upon a relative depth judgement, and investigate how the impact varies with audio-visual depth separation. Finally, the size of the cross-modal bias in depth is measured, from which we conclude that sound does have the potential to extend the depth budget by a small, but perceivable, amount.
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Reinhart, William Frank. "Effects of depth cues on depth judgments using a field-sequential stereoscopic CRT display /." This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-07132007-143145/.

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5

Reinhart, William Frank. "Effects of depth cues on depth judgements using a field-sequential stereoscopic CRT display." Diss., Virginia Tech, 1990. http://hdl.handle.net/10919/38796.

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6

Adams, Daniel Lewis. "Functional organisation of the monkey visual cortex for stereoscopic depth." Thesis, University College London (University of London), 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268000.

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7

Wong, Wing Shun. "The effects of matching lens focus with stereoscopic depth cues on the time taken to form a single stereoscopic image when viewing a binocular display : system prototyping and experimentation /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?IELM%202007%20WONGW.

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8

AZEVEDO, ROBERTO GERSON DE ALBUQUERQUE. "SUPPORTING MULTIMEDIA APPLICATIONS IN STEREOSCOPIC AND DEPTH-BASED 3D VIDEO SYSTEMS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=26551@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO
Tecnologias de vídeos bidimensionais (2D) têm evoluído rapidamente nos últimos anos. Apesar disso, elas não permitem uma visão realista e imersiva do mundo, pois não oferecem importantes dicas de profundidade para o sistema visual humano. Tecnologias de vídeo tridimensionais (3D) têm como objetivo preencher essa lacuna, provendo representações que permitem a reprodução de informações de profundidade em displays 3D. Embora a representação baseada em vídeos estereoscópicos ainda seja a mais utilizada até o momento, novas representações de vídeo 3D têm emergido, tais como MVV (Multi-view video), 2D plus Z (2D plus depth), MVD (Multi-view plus depth) e LDV (Layered-depth video). A integração de aplicações multimídia com mídias 3D tem o potencial de permitir novos conteúdos interativos, novas experiências com o usuário e novos modelos de negócio. Nesta tese, duas abordagens para a integração de aplicações multimídia em cadeias de transmissão de vídeo 3D fim-a-fim são propostas. Primeiro, uma abordagem que é compatível com cadeias de transmissão de vídeo 3D baseado em vídeos estereoscópicos é discutida. A proposta consiste em extensões para linguagens multimídia 2D e um processo de conversão de aplicações multimídia 2D para sua versão estereoscópica. Essa proposta não requer nenhuma alteração no exibidor de linguagens multimídia 2D para a apresentação de mídias estereoscópicas. Em uma segunda abordagem, extensões adicionais a linguagens multimídia também são propostas visando a integração de aplicações multimídia em cadeias de vídeo 3D baseado em profundidade (2D plus Z ou LDV). Além disso, uma arquitetura para a composição gráfica dessas aplicações, baseada no conceito de LDV e que permite a integração de objetos de mídia baseado em profundidade em exibidores de aplicações multimídias é apresentada. Como um exemplo de aplicação prática das proposta desta tese, ambas são implementadas e integradas em um sistema de vídeo 3D fim-a-fim baseado no Sistema Brasileiro de TV Digital.
Two-dimensional video technologies have evolved quickly in the last few years. Even so, they do not achieve a realistic and immersive view of the world since they do not offer important depth cues to the human vision system. Three-dimensional video (3DV) technologies try to fulfill this gap through video representations that enable 3D displays to provide those additional depth cues. Although CSV (Conventional Stereoscopic Video) has been the most widely-used 3DV representation, other 3DV representations have emerged during the last years. Examples of those representations include MVV (Multi-view video), 2D plus Z (2D plus depth), MVD (Multi-view plus depth), and LDV (Layered-depth Video). Although end-to-end 3DV delivery chains based on those 3DV formats have been studied, the integration of interactive multimedia applications into those 3DV delivery chains has not yet been explored enough. The integration of multimedia applications with 3D media using those new representations has the potential of allowing new rich content, user experiences and business models. In this thesis, two approaches for the integration of multimedia applications into 3DV end-to-end delivery chains are proposed. First, a backward-compatible approach for integrating CSV-based media into 2D-only multimedia languages is discussed. In this proposal, it is possible to add depth information to 2D-only media objects. The proposal consists of extensions to multimedia languages and a process for converting the original multimedia application into its stereoscopic version. It does not require any change on the language player and is ready-to-run in current CSV-based 3DV delivery chains and digital receiver s hardware. Second, extensions to multimedia languages based on layered-depth media are proposed and a software architecture for the graphics composition of multimedia applications using those extensions is presented. As an example, both proposals are implemented and integrated into an end-to-end 3DV delivery chain based on the Brazilian Digital TV System.
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9

Froner, Barbara. "Stereoscopic 3D technologies for accurate depth tasks : a theoretical and empirical study." Thesis, Durham University, 2011. http://etheses.dur.ac.uk/3324/.

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In the last decade an increasing number of application fields, including medicine, geoscience and bio-chemistry, have expressed a need to visualise and interact with data that are inherently three-dimensional. Stereoscopic 3D technologies can offer a valid support for these operations thanks to the enhanced depth representation they can provide. However, there is still little understanding of how such technologies can be used effectively to support the performance of visual tasks based on accurate depth judgements. Existing studies do not provide a sound and complete explanation of the impact of different visual and technical factors on depth perception in stereoscopic 3D environments. This thesis presents a new interpretative and contextualised analysis of the vision science literature to clarify the role of di®erent visual cues on human depth perception in such environments. The analysis identifies luminance contrast, spatial frequency, colour, blur, transparency and depth constancies as influential visual factors for depth perception and provides the theoretical foundation for guidelines to support the performance of accurate stereoscopic depth tasks. A novel assessment framework is proposed and used to conduct an empirical study to evaluate the performance of four distinct classes of 3D display technologies. The results suggest that 3D displays are not interchangeable and that the depth representation provided can vary even between displays belonging to the same class. The study also shows that interleaved displays may suffer from a number of aliasing artifacts, which in turn may affect the amount of perceived depth. The outcomes of the analysis of the influential visual factors for depth perception and the empirical comparartive study are used to propose a novel universal 3D cursor prototype suitable to support depth-based tasks in stereoscopic 3D environments. The contribution includes a number of both qualitative and quantitative guidelines that aim to guarantee a correct perception of depth in stereoscopic 3D environments and that should be observed when designing a stereoscopic 3D cursor.
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Huynh, Du Quan. "Feature-based stereo vision on a mobile platform." University of Western Australia. Dept. of Computer Science, 1994. http://theses.library.uwa.edu.au/adt-WU2003.0001.

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It is commonly known that stereopsis is the primary way for humans to perceive depth. Although, with one eye, we can still interact very well with our environment and do very highly skillful tasks by using other visual cues such as occlusion and motion, the resultant e ect of the absence of stereopsis is that the relative depth information between objects is essentially lost (Frisby,1979). While humans fuse the images seen by the left and right eyes in a seemingly easy way, the major problem - the correspondence of features - that needs to be solved in all binocular stereo systems of machine vision is not trivial. In this thesis, line segments and corners are chosen to be the features to be matched because they typically occur at object boundaries, surface discontinuities, and across surface markings. Polygonal regions are also selected since they are known to be well-configured and are, very often, associated with salient structures in the image. The use of these high level features, although helping to diminish matching ambiguities, does not completely resolve the matching problem when the scene contains repetitive structures. The spatial relationships between the feature matching pairs enforced in the stereo matching process, as proposed in this thesis, are found to provide even stronger support for correct feature matching pairs and, as a result, incorrect matching pairs can be largely eliminated. Getting global and salient 3D structures has been an important prerequisite for environmental modelling and understanding. While research on postprocessing the 3D information obtained from stereo has been attempted (Ayache and Faugeras, 1991), the strategy presented in this thesis for retrieving salient 3D descriptions is propagating the prominent information extracted from the 2D images to the 3D scene. Thus, the matching of two prominent 2D polygonal regions yields a prominent 3D region, and the inter-relation between two 2D region matching pairs is passed on and taken as a relationship between two 3D regions. Humans, when observing and interacting with the environment do not confine themselves to the observation and then the analysis of a single image. Similarly stereopsis can be vastly improved with the introduction of additional stereo image pairs. Eye, head, and body movements provide essential mobility for an active change of viewpoints, the disocclusion of occluded objects, the avoidance of obstacles, and the performance of any necessary tasks on hand. This thesis presents a mobile stereo vision system that has its eye movements provided by a binocular head support and stepper motors, and its body movements provided by a mobile platform, the Labmate. With a viewer centred coordinate system proposed in this thesis the computation of the 3D information observed at each individual viewpoint, the merging of the 3D in formation at consecutive viewpoints for environmental reconstruction, and strategies for movement control are discussed in detail.
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Templin, Krzysztof [Verfasser], and Hans-Peter [Akademischer Betreuer] Seidel. "Depth, shading, and stylization in stereoscopic cinematography / Krzysztof Templin. Betreuer: Hans-Peter Seidel." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2016. http://d-nb.info/1093342951/34.

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12

Ip, Ifan Betina. "Effects of visual attention on stereoscopic depth perception in the human visual cortex." Thesis, University of Oxford, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.543544.

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Katta, Pradeep. "Integrating depth and intensity information for vision-based head tracking." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456416.

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14

Winterbottom, Marc. "Individual Differences in the Use of Remote Vision Stereoscopic Displays." Wright State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=wright1433453135.

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Chang, Kam Man. "Eye fatigue when viewing stereo images presented on a binocular display : effects of matching lens focus with stereoscopic depth cues /." View abstract or full-text, 2008. http://library.ust.hk/cgi/db/thesis.pl?IELM%202008%20CHANG.

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16

Gurrieri, Luis E. "The Omnidirectional Acquisition of Stereoscopic Images of Dynamic Scenes." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30923.

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This thesis analyzes the problem of acquiring stereoscopic images in all gazing directions around a reference viewpoint in space with the purpose of creating stereoscopic panoramas of non-static scenes. The generation of immersive stereoscopic imagery suitable to stimulate human stereopsis requires images from two distinct viewpoints with horizontal parallax in all gazing directions, or to be able to simulate this situation in the generated imagery. The available techniques to produce omnistereoscopic imagery for human viewing are not suitable to capture dynamic scenes stereoscopically. This is a not trivial problem when considering acquiring the entire scene at once while avoiding self-occlusion between multiple cameras. In this thesis, the term omnidirectional refers to all possible gazing directions in azimuth and a limited set of directions in elevation. The acquisition of dynamic scenes restricts the problem to those techniques suitable for collecting in one simultaneous exposure all the necessary visual information to recreate stereoscopic imagery in arbitrary gazing directions. The analysis of the problem starts by defining an omnistereoscopic viewing model for the physical magnitude to be measured by a panoramic image sensor intended to produce stereoscopic imagery for human viewing. Based on this model, a novel acquisition model is proposed, which is suitable to describe the omnistereoscopic techniques based on horizontal stereo. From this acquisition model, an acquisition method based on multiple cameras combined with the rendering by mosaicking of partially overlapped stereoscopic images is identified as a good candidate to produce omnistereoscopic imagery of dynamic scenes. Experimental acquisition and rendering tests were performed for different multiple-camera configurations. Furthermore, a mosaicking criterion between partially overlapped stereoscopic images based on the continuity of the perceived depth and the prediction of the location and magnitude of unwanted vertical disparities in the final stereoscopic panorama are two main contributions of this thesis. In addition, two novel omnistereoscopic acquisition and rendering techniques were introduced. The main contributions to this field are to propose a general model for the acquisition of omnistereoscopic imagery, to devise novel methods to produce omnistereoscopic imagery, and more importantly, to contribute to the awareness of the problem of acquiring dynamic scenes within the scope of omnistereoscopic research.
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Manolas, Christos. "Sound design for stereoscopic 3D cinema : exploring current practice and the enhancement of depth perception through the use of auditory depth cues." Thesis, University of York, 2014. http://etheses.whiterose.ac.uk/13571/.

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Stereoscopic 3D (S3D) cinema has been the subject of experimentation for more than a century. Many attempts have been made towards its establishment both at a commercial and an artistic level. However, due to a number of technical and financial constraints most of these attempts have been, by and large, unsuccessful. With the rapid technological advance of digital technologies over the past few decades, most of these constraints have been addressed. It is, thus, unsurprising that the biggest effort in establishing S3D cinema commercially is taking place at the present time. The introduction of S3D depth aims at changing the cinematic environment from a 2D monoscopic screen to a viewing zone with a more pronounced representation of depth. In this context it can be argued that in addition to the increased sense of depth in terms of visual cues one could also investigate the possibility of using auditory cues. This could be either in order to enhance the overall sense of depth or to support more efficiently the additional depth of the visuals. The first part of this thesis involves the introduction of basic concepts related to the topic of the study. Firstly, the general background context is established covering relevant historical topics related to S3D cinema and multichannel cinematic sound. The next part is an introduction to basic audiovisual human perception concepts followed by the presentation of basic cinematic sound mixing topics and their relevance in S3D cinema. The second part of the thesis involves a series of experiments that attempt to study the effectiveness of two auditory cues (high frequency attenuation and volume alteration) as a means to influence the sense of depth of S3D animation clips. The overall findings are complex and reflect the multi-faceted nature of the topic investigated. Overall they indicate that sound design techniques can enhance the S3D experience and, in particular, that the auditory depth cues studied can, in some cases, have an effect on how we perceive depth in S3D movies.
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Tucker, Andrew James, and n/a. "Visual space attention in three-dimensional space." Swinburne University of Technology, 2006. http://adt.lib.swin.edu.au./public/adt-VSWT20070301.085637.

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Current models of visual spatial attention are based on the extent to which attention can be allocated in 2-dimensional displays. The distribution of attention in 3-dimensional space has received little consideration. A series of experiments were devised to explore the apparent inconsistencies in the literature pertaining to the allocation of spatial attention in the third dimension. A review of the literature attributed these inconsistencies to differences and limitations in the various methodologies employed, in addition to the use of differing attentional paradigms. An initial aim of this thesis was to develop a highly controlled novel adaptation of the conventional robust covert orienting of visual attention task (COVAT) in depth defined by either binocular (stereoscopic) or monocular cues. The results indicated that attentional selection in the COVAT is not allocated within a 3-dimensional representation of space. Consequently, an alternative measure of spatial attention in depth, the overlay interference task, was successfully validated in a different stereoscopic depth environment and then manipulated to further examine the allocation of attention in depth. Findings from the overlay interference experiments indicated that attentional selection is based on a representation that includes depth information, but only when an additional feature can aid 3D selection. Collectively, the results suggest a dissociation between two paradigms that are both purported to be measures of spatial attention. There appears to be a further dissociation between 2-dimensional and 3-dimensional attentional selection in both paradigms for different reasons. These behavioural results, combined with recent electrophysiological evidence suggest that the temporal constraints of the 3D COVAT paradigm result in early selection based predominantly on retinotopic spatial coordinates prior to the complete construction of a 3-dimensional representation. Task requirements of the 3D overlay interference paradigm, on the other hand, while not being restricted by temporal constraints, demand that attentional selection occurs later, after the construction of a 3-dimensional representation, but only with the guidance of a secondary feature. Regardless of whether attentional selection occurs early or late, however, some component of selection appears to be based on viewer-centred spatial coordinates.
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McIntire, John Paul. "Investigating the Relationship between Binocular Disparity, Viewer Discomfort, and Depth Task Performance on Stereoscopic 3D Displays." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1400790668.

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Khaustova, Darya. "Objective assessment of stereoscopic video quality of 3DTV." Thesis, Rennes 1, 2015. http://www.theses.fr/2015REN1S021/document.

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Le niveau d'exigence minimum pour tout système 3D (images stéréoscopiques) est de garantir le confort visuel des utilisateurs. Le confort visuel est un des trois axes perceptuels de la qualité d'expérience (QoE) 3D qui peut être directement lié aux paramètres techniques du système 3D. Par conséquent, le but de cette thèse est de caractériser objectivement l'impact de ces paramètres sur la perception humaine afin de contrôler la qualité stéréoscopique. La première partie de la thèse examine l'intérêt de prendre en compte l'attention visuelle des spectateurs dans la conception d'une mesure objective de qualité 3D. Premièrement, l'attention visuelle en 2D et 3D sont comparées en utilisant des stimuli simples. Les conclusions de cette première expérience sont validées en utilisant des scènes complexes avec des disparités croisées et décroisées. De plus, nous explorons l'impact de l'inconfort visuel causé par des disparités excessives sur l'attention visuelle. La seconde partie de la thèse est dédiée à la conception d'un modèle objectif de QoE pour des vidéos 3D, basé sur les seuils perceptuels humains et le niveau d'acceptabilité. De plus nous explorons la possibilité d'utiliser la modèle proposé comme une nouvelle échelle subjective. Pour la validation de ce modèle, des expériences subjectives sont conduites présentant aux sujets des images stéréoscopiques fixes et animées avec différents niveaux d'asymétrie. La performance est évaluée en comparant des prédictions objectives avec des notes subjectives pour différents niveaux d'asymétrie qui pourraient provoquer un inconfort visuel
The minimum requirement for any 3D (stereoscopic images) system is to guarantee visual comfort of viewers. Visual comfort is one of the three primary perceptual attributes of 3D QoE, which can be linked directly with technical parameters of a 3D system. Therefore, the goal of this thesis is to characterize objectively the impact of these parameters on human perception for stereoscopic quality monitoring. The first part of the thesis investigates whether visual attention of the viewers should be considered when designing an objective 3D quality metrics. First, the visual attention in 2D and 3D is compared using simple test patterns. The conclusions of this first experiment are validated using complex stimuli with crossed and uncrossed disparities. In addition, we explore the impact of visual discomfort caused by excessive disparities on visual attention. The second part of the thesis is dedicated to the design of an objective model of 3D video QoE, which is based on human perceptual thresholds and acceptability level. Additionally we explore the possibility to use the proposed model as a new subjective scale. For the validation of proposed model, subjective experiments with fully controlled still and moving stereoscopic images with different types of view asymmetries are conducted. The performance is evaluated by comparing objective predictions with subjective scores for various levels of view discrepancies which might provoke visual discomfort
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Einecke, Nils [Verfasser], Horst-Michael [Akademischer Betreuer] Groß, Julian P. [Akademischer Betreuer] Eggert, and Darius [Akademischer Betreuer] Burschka. "Stereoscopic depth estimation for online vision systems / Nils Einecke. Gutachter: Julian P. Eggert ; Darius Burschka. Betreuer: Horst-Michael Groß." Ilmenau : Universitätsbibliothek Ilmenau, 2013. http://d-nb.info/1031421920/34.

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Solh, Mashhour M. "Depth-based 3D videos: quality measurement and synthesized view enhancement." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/43743.

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Three dimensional television (3DTV) is believed to be the future of television broadcasting that will replace current 2D HDTV technology. In the future, 3DTV will bring a more life-like and visually immersive home entertainment experience, in which users will have the freedom to navigate through the scene to choose a different viewpoint. A desired view can be synthesized at the receiver side using depth image-based rendering (DIBR). While this approach has many advantages, one of the key challenges in DIBR is generating high quality synthesized views. This work presents novel methods to measure and enhance the quality of 3D videos generated through DIBR. For quality measurements we describe a novel method to characterize and measure distortions by multiple cameras used to capture stereoscopic images. In addition, we present an objective quality measure for DIBR-based 3D videos by evaluating the elements of visual discomfort in stereoscopic 3D videos. We also introduce a new concept called the ideal depth estimate, and define the tools to estimate that depth. Full-reference and no-reference profiles for calculating the proposed measures are also presented. Moreover, we introduce two innovative approaches to improve the quality of the synthesized views generated by DIBR. The first approach is based on hierarchical blending of the background and foreground information around the disocclusion areas which produces a natural looking, synthesized view with seamless hole-filling. This approach yields virtual images that are free of any geometric distortions, unlike other algorithms that preprocess the depth map. In contrast to the other hole-filling approaches, our approach is not sensitive to depth maps with high percentage of bad pixels from stereo matching. The second approach further enhances the results through a depth-adaptive preprocessing of the colored images. Finally, we propose an enhancement over depth estimation algorithm using the depth monocular cues from luminance and chrominance. The estimated depth will be evaluated using our quality measure, and the hole-filling algorithm will be used to generate synthesized views. This application will demonstrate how our quality measures and enhancement algorithms could help in the development of high quality stereoscopic depth-based synthesized videos.
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Luzzi, Grace Maria Martins da Silva. "Narrativa tridimensional: uma investigação sobre a linguagem 3D estereoscópica." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-10112014-144242/.

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A partir da investigação de elementos que remontam o passado de técnicas de ilusão e imersão na arte da representação da imagem, bem como teorias que condicionam a existência de uma linguagem audiovisual própria, este trabalho tem o objetivo de analisar e identificar a existência de uma linguagem própria pertinente à estereoscopia. A pesquisa toma como ponto de análise estereoscópica o filme Coraline [2009] de Henry Selick, uma animação stop motion, concebida e lançada nos cinemas 3D estereoscópicos
Through an investigation of the history of techniques of illusion and immersion in popular art and entertainment, as well as theories that determine the existence of a distinct visual language, this work aims to analyse and identify the existence of a unique narrative language exclusive to 3-D stereoscopic film-making. The research takes as its point of stereoscopic analysis the stop-motion animation movie Coraline (2009, Henry Selick) designed and launched in cinemas using the stereoscopic technique.
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Omori, Masako, 正子 大森, Hirofumi Nakano, 博史 中野, Masaru Miyao, and 克. 宮尾. "立体視における色彩の進出・後退効果の加齢変化について." 日本色彩学会, 2004. http://hdl.handle.net/2237/8653.

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Lebreton, Pierre [Verfasser], Alexander [Akademischer Betreuer] Raake, Alexander [Gutachter] Raake, Ingrid E. J. [Gutachter] Heynderickx, and Marcus [Gutachter] Barkowsky. "Assessing human depth perception for 2D and 3D stereoscopic images and video and its relation with the overall 3D QoE / Pierre Lebreton ; Gutachter: Alexander Raake, Ingrid E. J. Heynderickx, Marcus Barkowsky ; Betreuer: Alexander Raake." Berlin : Technische Universität Berlin, 2016. http://d-nb.info/1156177669/34.

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Johansson, Anders. "Stereoscopy : Fooling the Brain into Believing There is Depth in a Flat Image." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-5082.

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Stereoscopy is a technique that can create an illusion of depth in a flat image. There are many different methods to do this, and here is explained some of the most common and popular ways, with a bigger focus on the anaglyphic method. Since stereoscopy is an old technique, the discovery of it by Charles Wheatstone is explained briefly. In Autodesk Maya 2009, a new stereoscopic plug-in was included which makes the creation of stereoscopic imagery easier. An animated project is made during the course of this research which takes advantage of and tests the functions of the new plug-in. The main purpose of the project is to create a stereoscopic movie which utilized the anaglyph stereoscopic technique. The result is rendered stereoscopic material that is edited with Adobe Premiere Pro to create anaglyphic imagery and a full color alternative using the Infitec technique.

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Slíž, Martin. "Hodnocení vlivu různých aspektů na kvalitu v 3DTV: Subjektivní testy." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-220941.

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This thesis studies aspects influencing image quality 3D TV systems. Thesis is focused on comparing TV´s of the same brand with different diagonals and compares the change in perception of the evaluators by this parameter. The basic evaluated parameters are image depth, contrast, color rendition, image crossover and overall impression. Describes the creation of testing sequences for subjective tests, testing and evaluation of testing.
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28

Salvi, Joaquim. "An approach to coded structured light to obtain three dimensional information." Doctoral thesis, Universitat de Girona, 1998. http://hdl.handle.net/10803/7714.

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The human visual ability to perceive depth looks like a puzzle. We perceive three-dimensional spatial information quickly and efficiently by using the binocular stereopsis of our eyes and, what is mote important the learning of the most common objects which we achieved through living. Nowadays, modelling the behaviour of our brain is a fiction, that is why the huge problem of 3D perception and further, interpretation is split into a sequence of easier problems. A lot of research is involved in robot vision in order to obtain 3D information of the surrounded scene. Most of this research is based on modelling the stereopsis of humans by using two cameras as if they were two eyes. This method is known as stereo vision and has been widely studied in the past and is being studied at present, and a lot of work will be surely done in the future. This fact allows us to affirm that this topic is one of the most interesting ones in computer vision.

The stereo vision principle is based on obtaining the three dimensional position of an object point from the position of its projective points in both camera image planes. However, before inferring 3D information, the mathematical models of both cameras have to be known. This step is known as camera calibration and is broadly describes in the thesis. Perhaps the most important problem in stereo vision is the determination of the pair of homologue points in the two images, known as the correspondence problem, and it is also one of the most difficult problems to be solved which is currently investigated by a lot of researchers. The epipolar geometry allows us to reduce the correspondence problem. An approach to the epipolar geometry is describes in the thesis. Nevertheless, it does not solve it at all as a lot of considerations have to be taken into account. As an example we have to consider points without correspondence due to a surface occlusion or simply due to a projection out of the camera scope.
The interest of the thesis is focused on structured light which has been considered as one of the most frequently used techniques in order to reduce the problems related lo stereo vision. Structured light is based on the relationship between a projected light pattern its projection and an image sensor. The deformations between the pattern projected into the scene and the one captured by the camera, permits to obtain three dimensional information of the illuminated scene. This technique has been widely used in such applications as: 3D object reconstruction, robot navigation, quality control, and so on. Although the projection of regular patterns solve the problem of points without match, it does not solve the problem of multiple matching, which leads us to use hard computing algorithms in order to search the correct matches.
In recent years, another structured light technique has increased in importance. This technique is based on the codification of the light projected on the scene in order to be used as a tool to obtain an unique match. Each token of light is imaged by the camera, we have to read the label (decode the pattern) in order to solve the correspondence problem. The advantages and disadvantages of stereo vision against structured light and a survey on coded structured light are related and discussed. The work carried out in the frame of this thesis has permitted to present a new coded structured light pattern which solves the correspondence problem uniquely and robust. Unique, as each token of light is coded by a different word which removes the problem of multiple matching. Robust, since the pattern has been coded using the position of each token of light with respect to both co-ordinate axis. Algorithms and experimental results are included in the thesis. The reader can see examples 3D measurement of static objects, and the more complicated measurement of moving objects. The technique can be used in both cases as the pattern is coded by a single projection shot. Then it can be used in several applications of robot vision.
Our interest is focused on the mathematical study of the camera and pattern projector models. We are also interested in how these models can be obtained by calibration, and how they can be used to obtained three dimensional information from two correspondence points. Furthermore, we have studied structured light and coded structured light, and we have presented a new coded structured light pattern. However, in this thesis we started from the assumption that the correspondence points could be well-segmented from the captured image. Computer vision constitutes a huge problem and a lot of work is being done at all levels of human vision modelling, starting from a)image acquisition; b) further image enhancement, filtering and processing, c) image segmentation which involves thresholding, thinning, contour detection, texture and colour analysis, and so on. The interest of this thesis starts in the next step, usually known as depth perception or 3D measurement.
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Faria, José Weber Vieira de. "Criação, implementação e avaliação de um recurso didático multimídia como suporte para o ensino da neuroanatomia: realidade virtual e estereoscópica." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/5/5138/tde-15082014-162638/.

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Esta tese teve como objetivo apresentar o processo de construção, aplicação e avaliação de uma ferramenta para o ensino da neuroanatomia, acessível a partir de computadores pessoais, imersiva, interativa, foto-realística e que permita visão tridimensional e estereoscópica. Quarenta encéfalos frescos foram obtidos no Serviço de Verificação de Óbitos de São Paulo (SVO-SP) e submetidos às técnicas de fixação, conservação, injeção vascular, coloração de substância cinzenta, dissecação de fibras brancas, terebintina e clareamento ósseo, conforme sua finalidade, no laboratório de Técnica Cirúrgica e Cirurgia Experimental da Universidade de São Paulo (USP). Imagens das áreas de interesse foram capturadas utilizando-se uma plataforma giratória manual construída para este fim. As imagens foram processadas com softwares comercialmente disponíveis (Photoshop CS5; Stereo Photo Maker;VRWorx2.6 para Windows) em formato não linear, interativo, tridimensional e estereoscópico, e armazenadas em um banco de 5.337 imagens finais. O recurso didático foi aplicado a 84 graduandos do curso de medicina, divididos em três grupos: convencional (grupo1), interativo não estereoscópico (grupo2) e interativo estereoscópico (grupo3), cujas médias na avaliação do conhecimento prévio não diferiram estatisticamente entre si (P > 0,05). A ferramenta foi avaliada através de uma prova teórica e prática. Verificou-se que os Grupos 2 e 3 apresentaram as maiores médias e diferiram estatisticamente do Grupo 1 (P < 0,05); o Grupo 2 não diferiu estatisticamente do Grupo 3 (p > 0,05), mostrando resultado do treinamento semelhante na prova teórica. Observando-se os Tamanhos do Efeito, verificou-se que esses foram de grande magnitude, indicando uma efetividade do treinamento dos alunos. Os resultados da ANOVA mostraram que existe diferença significativa (P < 0,05) entre as médias dos grupos, e por meio do teste de Tukey observou-se que existe diferença estatística entre o Grupo 1 e os demais (P < 0,05). Na prova prática pode-se observar, que de modo semelhante à prova teórica, não houve diferença estatística entre os Grupos 2 e 3. Os autores concluem que o método apresentado propiciou ganho de conhecimento e rendimento pedagógico significativamente superior quando comparado com o tradicional
This thesis aims to show the process of the construction, implementation and evaluation of a tool for teaching neuroanatomy. The tool presented is accessible from personal computers, immersive, interactive, and allows photorealistic three-dimensional and stereoscopic vision. Forty fresh brains were obtained from the São Paulo Department of Death Records (SP-DDR- Serviço de Verificação de Óbitos de São Paulo (SVO-SP)) and subjected to fixation, conservation, vascular injection, staining of gray matter, white fiber dissection, turpentine and bleaching bone techniques, as needed, at the Surgical Technique and Experimental Surgery Laboratory, University of São Paulo (Laboratório de Técnica Cirúrgica e Cirurgia Experimental da Universidade de São Paulo- USP). Images of areas of interest were captured using a manual turntable built for this purpose. The images were processed with commercially available software (Photoshop CS5; Stereo Photo Maker; VRWorx2.6 for Windows) non-linear format, interactive, three-dimensional stereoscopic and stored in a database of 5337 final images. The teaching resource was applied to 84 undergraduate medical students, divided into three groups: conventional (group 1), interactive non-stereoscopic (group 2) and interactive stereoscopic (group 3). Averages on the assessment of prior knowledge did not differ significantly (P > 0.05) among groups. The tool was evaluated through a written theory test and a lab practical. Groups 2 and 3 showed the highest averages and differed significantly from Group 1 (P < 0.05), Group 2 did not differ statistically from Group 3 (p > 0.05), revealing a result of similar training on the written theory test. Observing the Effect Sizes, it was found that those were of great magnitude, indicating student training effectiveness. ANOVA results showed significant difference (P < 0.05) between group means, and the Tukey test showed statistical difference between Group 1 and the others (P < 0.05). On the lab pratical, it may be noted that similarly to the written theory test, no statistical difference between Groups 2 and 3 were found. The authors conclude that the tool presented provided a gain of knowledge for students and yielded significantly higher leaning when compared with traditional teaching resources
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Hsu, Han-Shiou, and 許涵琇. "Attentional capture by stereoscopic depth." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/02723447389651512148.

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碩士
國立交通大學
傳播研究所
102
The fundamental of stereo image is binocular disparity. By different disparity, gaze plane could be in front of screen, or behind the screen. It is a key issue that what kind of cognition process is cause. For long, whether people deal with stereo depth or not has been concerning between academic researches and industrial application. This paper examines if the visual salience theory could be manipulated by binocular disparity successfully. While depth appear with tow- dimensional image simultaneously, the section of depth will driving attention by automatic mechanism. Three experiments are examining the stereo image, position placement. Experiment 1 designed to explore whether the reaction time and eye movement could be affect by stereo disparity and position or not. Experiment 2 adopts Experiment 1, three types are classified according to disparity, and each type was added to a web AD. The results showed as following. First, depth could manipulate limited capacity model and visual salience theory, also driving attention by automatic successfully. Second, three type of depth could cause different level of resources allocation. Third, negative disparity produced much affect but not the faster one could capture attention.
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Fahle, Manfred, and Tom Troscianko. "Computation of Texture and Stereoscopic Depth in Humans." 1989. http://hdl.handle.net/1721.1/6002.

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The computation of texture and of stereoscopic depth is limited by a number of factors in the design of the optical front-end and subsequent processing stages in humans and machines. A number of limiting factors in the human visual system, such as resolution of the optics and opto-electronic interface, contrast, luminance, temporal resolution and eccentricity are reviewed and evaluated concerning their relevance for the recognition of texture and stereoscopic depth. The algorithms used by the human brain to discriminate between textures and to compute stereoscopic depth are very fast and efficient. Their study might be beneficial for the development of better algorithms in machine vision.
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Wu, Chao-Wei, and 吳昭威. "Stereoscopic Depth Measuring System Using Dual Structured Lights." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/43833344377003212511.

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碩士
國立中興大學
機械工程學系所
105
This study provides a novel depth measuring system of dual structured lights. Using two computer generated holograms (CGHs) and a semiconductor laser, two independent structured light fields can be generated and projected on the reference plane. By acquiring two structured images of a test surface, we can calculate the depth information with the use of spatial frequency algorithm. First, the structured light source was designed. A symmetrical black and white line pattern was selected. It could effectively eliminate the pattern shift from the off-axis configuration. The system measuring principles were derived from the horizontal and vertical structured light fields and verified by corresponding experiments. Additionally, the fixed structured light field was changed by lens combination. The projection angle could be varied to alter the fringe pitch and further control the spatial frequency for different working distances. Finally, we combined the dual structured light fields to measure the spatial frequency on the measured plane. With a judging program, more accurate data of two systems at the same depth could be found. It is the configuration of the stereoscopic depth measuring system using dual structured lights. The experiments of horizontal and vertical structured light fields show that the formulas for off-axis and coaxial systems are consistent. The lens combination with structured light fields is able to change the magnification of the spatial frequency in a system. The linearity between two systems was finally created. The results show that this system could improve accuracy and be suitable for different working ranges.
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Hu, Shang-Jen, and 胡尚仁. "Controlling depth perception for rendering stereoscopic 3D models." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/46338257466247793428.

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碩士
國立臺灣科技大學
色彩與照明科技研究所
101
Recently, the development of the stereo display technology progresses fast. However, less three-dimensional software provides quality stereoscopic render. In using this kind of software, users sometimes have discomfort experience when viewing stereoscopic 3D models. So, producing quality stereoscopic 3D technology becomes an important issue. Usually, user adjusts the camera position by him or herself when viewing stereoscopic models. Amateur will provoke eye fatigue and feel uncomfortable under improper camera parameters. Therefore, we test the effect of different visual stereo camera’s parameters and parallax distributions. We will propose a stereoscopic camera adjustment algorithm for improving visual comfort and preference of stereoscopic images. In this paper, we carry out a virtual stereoscopic camera system, which has different positions, convergence angles, and parallax distributions, in OpenGL. When users use this system, the vast majority of the parallax will be constrained in the safe range. It is helpful to improve 3D visual comfort and make 3D display popular.
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Hsieh, Rung-Shiou, and 謝榮修. "Creating 3D Stereoscopic Image from 2D Depth Image." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/09567749637530255834.

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碩士
中華大學
資訊工程學系碩士班
94
In this thesis, we present a method for creating stereoscopic image from original monocular image and corresponding depth image. Our method can be divided into two steps. In first step, we create two virtual views. We apply depth-image-based rendering algorithm to create two virtual view images and we solved problems of visibility and scattered hole. In second step, we deal with the newly exposed area problem generated by rendering process in step 1. We use an image inpainting method that can simultaneously propagate texture and structure from surrounding area. The newly exposed area always belongs to background area and so we use the segmentation algorithm to distinguish foreground area from background area. The concatenation of all algorithms can generate visually reasonable stereoscopic image pair for human eyes. We chose several types of image such as artificial background, natural background, occluded objects and chessboard background. Our method works well on all of these images and produces good 3D effect by displaying them on 3D equipment.
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35

Zerebecki, Christopher Ryan. "Stereoscopic depth axis interaction: A study of performance and engagement in stereoscopic 3D games." Thesis, 2014. http://hdl.handle.net/10155/399.

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Game developers strive to maximize immersion and engagement, to emotionally involve the audience in their material. One technique used to increase engagement is the development of new technologies, such as Stereoscopic 3D. Stereoscopic 3D (S3D) creates the impression of depth (stereopsis) in at images by providing additional binocular depth cues, such as convergence and binocular disparity. In this thesis, we explore the effects that S3D has on the player experience in an attempt to uncover design methodologies that can help game developers develop more effective content. Three experiments were designed and conducted to examine the effects S3D has on player experience and game design: i) Engagement in Stereoscopic 3D Games, ii) S3D Depth- Axis Interaction for Video Games: Performance and Engagement, iii) Depth Representation and Player Performance with Depth-Axis Interactivity. We hypothesized that S3D technology would increase immersion and engagement, and new mechanics that exploit the depth axis would be effective. The results of these studies suggest that S3D does not increase user engagement, and is consistent with prior research that suggest the impact of S3D is dependent on the game. They also demonstrate that developers can design unique experiences in stereoscopic 3D, but there may be additional ways to represent depth. The results suggest developers need to adjust the difficulty of their game when including stereoscopic 3D, depending on the interactions of their game. It is our recommendation that developers continue to explore the affordances offered by stereoscopic 3D to create unique experiences, but its inclusion is dependent on their specific game.
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Tai-pao, Chuang. "Use of Stereoscopic Photography to Distinguish Object Depth in Outdoor Scene." 2005. http://www.cetd.com.tw/ec/thesisdetail.aspx?etdun=U0021-2004200716265208.

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Chau, Albert Wai Lap. "Segregation by color and stereoscopic depth in three-dimensional visual space." 1992. http://catalog.hathitrust.org/api/volumes/oclc/26813917.html.

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Mulay, Chaitali. "A stereoscopic system using knowledge propagation to achieve accurate depth calculation." Thesis, 2008. http://library1.njit.edu/etd/fromwebvoyage.cfm?id=njit-etd2008-017.

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Luo, Sheng-Jie, and 羅聖傑. "Structural Stereoscopic 3D Image Editing Taking into Account the Depth Information." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/08168128192094355416.

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博士
國立臺灣大學
資訊網路與多媒體研究所
101
Recently, stereoscopic 3D image editing has attracted a great deal of research interest in the computer graphics community. Different from conventional 2D image editing, it usually requires adjustment of the image content as well as the perceived depth. In this dissertation, we present a framework for structural stereoscopic 3D image editing. The framework utilizes the additional information in stereoscopic 3D image, depth structure, to manipulate the image content with respect to the user-specified editing goals. We first adapt the framework to achieve two editing operations: stereoscopic 3D image cloning and stereoscopic 3D image synthesis. The proposed stereoscopic image cloning technique performs both shape adjustment and color blending so that the stereoscopic composite is seamless in both the perceived depth and color appearance. Additionally, we introduce a versatile and robust stereoscopic image synthesis technique for synthesizing stereoscopic images with respect to editing constraints used in different editing applications (eg, image retargeting, image inpainting, texture synthesis). We demonstrate several challenging cases to show the success of our proposed techniques.
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Lee, Hung-Peng, and 李宏鵬. "Hardware-aware Fast Depth Map Generation System Based on Stereoscopic Images." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/69372805378123091439.

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碩士
國立暨南國際大學
電機工程學系
102
Capture images by stereo cameras is one way to generate 3D video. To produce virtual multi-views images for multi-view display, color image and the corresponding depth map are necessary in virtual view generation by using DIBR (Depth-Image-Based Rendering) algorithm. Therefore, this thesis proposes a hardware-aware fast depth map generation method to speed up the processing of depth map generation and maintain the quality of depth map. The depth generation is calculated by the shift position of each pixel between left view and right view in stereoscopic image (i.e. Disparity estimation). To reduce the computation complexity of disparity estimation, this thesis proposes jumping stereo matching method to obtain disparity values and uses down-sample to reduce pixels for stereo matching. To maintain the quality of depth map, this thesis proposes disparity prediction to generate continuous depth map and adopts adaptive weighted cost aggregation to elevate the best matching point. From experimental results, the adaptive weighted cost aggregation could reduce the influence of noise in stereo matching to enhance the accuracy of depth estimation. The hardware design of proposed algorithm is implemented in this thesis. The hardware architecture uses fixed matching window to calculate the disparity of image and then convert the disparity value to depth map. The experiment result reveals the proposed algorithm reduces 90% of computing time than [20] and the accuracy of depth map represents higher 0.03 in SSIM index than [21]. Finally, this thesis utilizes Modelsim to simulate the process in hardware and then apply proposed algorithm to Altera FPGA demonstration board.
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41

Chuang, Tai-pao, and 莊臺寶. "Use of Stereoscopic Photography to Distinguish Object Depth in Outdoor Scene." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80388658829038097161.

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碩士
國立臺灣師範大學
資訊教育學系
94
Stereoscopic scene of the mankind is naturally caused by synthesizing two images produced by the parallax of the two eyes of human. Such being the case, mankind can distinguish the relative position of the objects. In the study of related stereovision, some persons aim at the framework of taking simulated images with two eyes using one or two cameras from front and back or simultaneously at the same time to obtain a pair of parallax mages; someone pay more attention to the theoretical analysis of the relative positions of the parallax images, and some others do the work of using parallax images as material to carry out the job of image classification, comparison and analysis. The study is mainly divided into two parts: Firstly, we used a camera to take a shot on each different position to obtain a set of parallax images and perform analysis on this set of parallax images, so as to get the calculation the intrinsic and extrinsic parameters of the camera and find the regression equation. Secondly, we use the equation to estimate the relative positions of each different object in the every set of parallax images. The study used two kinds of digital cameras, i.e. Casio Z4 and Pentax S5i to carry out the experiment to obtain individual camera’s parameter. We find the regression equation as follow, and we use it to estimate the object distance. For Casio, the regression equation is zd=24.028×b, and its focus is 24.028. For Pentax, the regression equation is zd=25.637×b, and its focus is 25.637. Of them: z: the distance between marker and camera (m), d: the disparity of the corresponding point (pixel), b: base line between two shots(cm). We took images at the Exhibition Center of Fine Arts of the Library of National Taiwan Normal University and the campus of its Branch School, and analyzed each object’s image depth.
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42

Chang, Yu-Wei, and 張祐維. "Real-Time Stereoscopic Image Generation from Depth Map and Its Hardware Design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/40614297081644157655.

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碩士
中華大學
資訊工程學系(所)
98
When we look at the object, the perceived object will cause some displacement in our eyes. This displacement is called parallax. The far the object is, the small the parallax is, and vice versa. Because of the parallax, people have feeling to stereoscopic vision. We can utilize some methods to transform the 2D image to virtual stereoscopic image. For example, DIBR (depth-image-based rendering) algorithm utilizes the depth map and virtual stereoscopic camera model of 2D image to produce the stereoscopic image with parallax. The stereoscopic image is produced by left and right shifting the original image which will cause the hole problem in the image. Therefore an image inpainting algorithm is used to fill the holes. However it is a time consuming operations. In order to achieve the real-time application, a hardware architecture is developed to generate the whole stereoscopic image. In this paper, we utilize the DIBR algorithm to generate the binocular image where a simple image inpainting algorithm is used to fill the hole. In order to increase the computing speed, the whole image is cut into pieces and each piece of image is processed separately. It is found that this kind of processing method can improve the efficiency of approximately 50% when compared with the whole image processing method. In the experiment, there are totally 2,849 logic registers in the proposed hardware design and the real-time processing in 150MHz clock rate (320 x 240 @30 fps) is achieved.
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43

Chan, Shin-Yu, and 詹世榆. "High precision stereoscopic depth measuring system with a single shot image capture." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/28717188050075608828.

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碩士
國立中興大學
機械工程學系所
103
This study proposes a novel configuration for a stereoscopic depth measuring system. Structured light, which was generated by a computer generated hologram (CGH) combined with an infrared semiconductor laser, was projected onto the tested object. By means of one shot image capture and spatial frequency algorithm, the information of measurement distance can be obtained. This system is characterized by without using complex optical elements and system architecture. The measuring depth can be accurately calculated by only a single camera and a single shot. First, a CGH was adopted to replace the DOE, so as to correct the distortion of structured light field. Furthermore, by reducing its linewidth to achieve the effect of light field expansion. Based on the system architecture, a triangular relationship was established. The CGH pattern and the desired diffraction angle were designed according to the field of view (FOV) of the digital camera and distances among components. Its linewidth could be calculated by using the diffraction angle and image pixels . Then, the designed pattern was substituted into the iterative Fourier transform algorithm (IFTA) to count the phase profile of the CGH and modified for improving the asymmetric drawbacks. It was verified by using the spatial light modulation (SLM). Furthermore, elements with different depths were fabricated by the lithographic and etching processes. Their device properties were also tested. By integrating the CGH with the measuring system, correcting the digital camera position, and organizing the spatial frequency effect of various configurations, the innovative measurement system architecture for expanding the image capture area and to improving the correction accuracy was proposed. Finally, the single area depth and full range depth were respectively reconstructed by self-inductive mathematical relations and verified by experiments. The experimental results show that this system could improve the measuring accuracy with the measurement uncertainty of 1 mm in a specific setup and range. It successfully integrates the CGH design with the measuring system.
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44

Lin, Chin-Hsin, and 林進星. "Converting 2D Video Sequences Using Object Tracking and Depth-Maps for 3D Stereoscopic Display." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/62275354545388440493.

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碩士
中原大學
資訊工程研究所
95
A computer framework for the conversion of 2D video sequence to 3D for stereoscopic display based on inside of image frame of vanishing lines and vanishing point is presented. Given a 2D video sequence in a single-view scene, the main processes were to automatically segment and track moving objects, and to generate a depth-map with respect to a vanishing point for the scene. Depths of the motion path for the moving object could be estimated accordingly. As a result, binocular-view images were generated and recombined for stereoscopic display. The experimental results are promising, because of virtual 3D experience due to moving objects that draw attention of viewers. In addition, special 3D effects could be created with the moving objects that were further superimposed onto various backgrounds. In conclusion, our computer framework provides a systematic way of creating 3D video sequence for stereoscopic display, especially for 3D experience of moving objects in various single-view scenes.
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45

LIN, MEI-HSIU, and 林美秀. "No-reference Stereoscopic Video Quality Assessment Using Spatial, Temporal, Depth, Transform, and Spatiotemporal Features." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/v65443.

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碩士
國立中正大學
資訊工程研究所
105
Recently, 3D technology application is more and more widespread. Thus, humans pay more attention on stereoscopic video quality. In other words, the stereoscopic video quality assessment approaches will be widely used. No-reference stereoscopic video quality assessment technology is the most useful and effective way. Hence, no-reference stereoscopic video quality assessment technology is mainly focused in this study. First, five domain features including spatial, temporal, depth, transform, and spatiotemporal features are extracted. On the spatial domain, blurriness, blockiness, local binary pattern (LBP), and edge information are extracted. On the temporal domain, variation information of luminance, DC values, and disparity are extracted. On the depth domain, disparity and depth motion are extracted. On the transform domain, discrete wavelet transform (DWT) and discrete cosine transform (DCT) information are extracted. On the spatiotemporal domain, histogram of gradient (HOG) and 3D-DCT information are extracted. Each feature vector is obtained by using histogram statistics and normalization to the same distribution. Then, the feature vectors from the left-view and right-view videos are averaged. Here, feature selection is applied to strike out the unnecessary features to improve the performance. Here, support vector regression (SVR) is applied to estimate the stereoscopic video quality score. Finally, experimental results show that the proposed approach is better than the other NR approach on NAMA3DS1_COSPAD1 database and compares favorably with others FR and RR approaches.
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46

CHUNG, KUO-CHUN, and 鍾國君. "No-reference Stereoscopic Video Quality Metric Computation Using Spatial, Depth, Transform, and Spatiotemporal Features." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/27s73g.

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Abstract:
碩士
國立中正大學
資訊工程研究所
106
In recent year, 3D technology application provides a new viewing experience and has become more and more widespread. Due to the reason mentioned above, humans will pay more attention on stereoscopic video quality. In other words, it is necessary to develop the stereoscopic video quality assessment approaches. Full-reference and reduced-reference stereoscopic video quality assessment methods usually obtain better performance since these approaches can make use of the information of original videos. However, it is hard to get original videos when transmitting. Hence, no-reference stereoscopic video quality assessment technology is mainly focused in this study. First, features from four domains, including spatial, depth, transform, and spatiotemporal features are extracted. On the spatial domain, blockiness, cyclopean view, binocular rivalry, cross entropy, and edge are extracted. On the depth domain, disparity saliency, depth structure, NSS, and depth entropy are extracted. On the transform domain, discrete wavelet transform (DWT) and contourlet transform information are extracted. On the spatiotemporal domain, depth motion and 3D-DCT information are extracted. The feature vectors from the left-view and right-view videos are averaged and represented as statistical feature and normalize to the same distribution. Then, support vector regression (SVR) is applied to measure the stereoscopic video quality score. Finally, experimental results show that the proposed approach is better than the other NR approach on NAMA3DS1_COSPAD1 database.
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47

Szu-HuaWu and 吳思樺. "A Parallax Adjustable Multi-view Rendering System based on Stereoscopic Videos with Depth Information." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/61927844729721099451.

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Abstract:
碩士
國立成功大學
電腦與通信工程研究所
101
With the development of 3D techniques, the related products are now available in recent years. However, the traditional 3D television should watch the TV to feel the stereo perception with the equipment of polarized glasses, shutter glasses or red-cyan glasses. Nevertheless, it is inconvenient to wear a pair of glasses while watching 3D television. Therefore, in order to increase the application area of 3D techniques, the naked-eye stereoscopic display must be the trend of the future development. On the other hand, the multiview display system can provide the different viewing angles to perceive stereo visions. The goal of this thesis focuses on a parallax adjustable multiview rendering system. With the rich view information, we can provide better rendering results than the system with one view plus on depth. The proposed stereo-based direct single-image multiview rendering algorithm is based on the traditional depth-image-based rendering (DIBR) algorithm. It can directly render the output image with multiview information. The proposed stereo-based parallax adjustable multiview rendering system is implemented with GPU to reduce the rendering time.
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48

Hsuan-ChihChen and 陳炫志. "Real-time Stereoscopic Image Generation Using Depth Image Based Rendering with Virtual View Point Estimation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80039425762676350782.

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Abstract:
碩士
國立成功大學
電腦與通信工程研究所
98
Three dimensional applications are widely spread all over the world. In this thesis, we proposed a stereoscopic image generation system using Depth Image Based Rendering (DIBR) method. Due to the unfavorable artifacts produced by the DIBR algorithm, researchers have developed various algorithms to handle the problem. The most common one is to smooth the depth map before rendering. However, pre-processing of the depth map usually generates other artifacts, such as rubber sheet artifact, geometry distortion and even the degradation of depth perception. In order to avoid these defects, we proposed a solution with another approach based on virtual view point estimation. We first analyze the feature of the holes produced by the DIBR method which tends to generate big holes in the regions with large variation of depth. We develop a virtual view estimation method similar to motion estimation to fill these holes, that is, to search the most similar block and fill the blank pixels by the corresponding pixels of the best candidate block. This simple and regular filling method is suitable for hardware implementation and is able to achieve real-time applications. The results show that our method works well on images with monotonous background and the strong depth perception of the main object in the scene can be preserved.
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49

Wang, Rou-Wen, and 王柔雯. "Depth perception of exocentric distances and movement in stereoscopic display with real and virtual targets." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/73828312747502940916.

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Abstract:
博士
中原大學
工業與系統工程研究所
104
With the development of technology, hardware equipment and devices become more and more advanced. People now expect that virtual reality technology not only provide the users with virtual world display but also with a real-time interaction. In this case, the applications of augmented reality emerge. When the real object and the virtual object coexist, the perception of reality and its interactivity are the key. As a result, the aim of this thesis is to investigate the effect that the display of real and virtual targets, parallax and the exocentric distances have on the depth perception. The results of the study show that, in exocentric distance judgment, a Virtual-Virtual environment has the highest signed error rate, the signed error rate of Real-Virtual is higher than that of Virtual-Real, and the level of underestimation and the signed error rate of Virtual-Virtual, Real-Virtual, Virtual-Real increase with the enlargement of the exocentric distances of two objects. As for the error of position coordinates, Z-axis has the highest error. The error of first target’s Z-axis coordinate shows that Real-Virtual has the lowest error and the Virtual-Real the highest. Also, Virtual-Virtual, Real-Virtual, Virtual-Real overestimate the actual position coordinates. And the error of Virtual-Virtual and Virtual-Real on the first target’s Z-axis coordinate decreases with the enlargement of distance between the subjects and the object. What’s more, the error of the end of Z-axis shows that Virtual-Real has the lowest error and Virtual-Virtual the highest. Virtual-Virtual, Real-Virtual, Virtual-Real on the error of second target’s Z-axis coordinate will increase with the enlargement of the parallax. The error will also elevate with the enlargement of the exocentric distances between two objects. The hand movement velocity, the linear acceleration and the deceleration of Real-Virtual are larger than those in Virtual-Virtual. The linear acceleration will increase with the enlargement of the exocentric distances. On the other hand, the linear deceleration will increase with the enlargement of the distance of the object.
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50

Liu, Cheng-Hsin, and 劉政鑫. "3D OBJECT MODELING BY INTEGRATING DEPTH INFORMATION OBTAINED FROM STEREOSCOPIC IMAGE PAIRS TAKEN FROM MULTIPLE VIEW ANGLES." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/59627229848327927644.

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Abstract:
碩士
大同大學
通訊工程研究所
104
The 3D modeling of real world objects is important to the applications associated with virtual reality and 3D printing. There are many existing techniques that are able to obtain the satisfactory modeling results by scanning stationary objects in a sequential process. However, the modeling of moving objects is highly demanded in many practical applications that target on living creatures that are not likely to be stationary during a finite lapse of time. Henceforth, the modeling of moving object is most likely to be solved with the information gathered instantaneously from view angles around the object to be modeled. In this project, the stereoscopic images of the object taken simultaneously at a number of view angles are utilized to construct the 3D model of the moving object. Given conditions on the arrangement of the object to be modeled and the cameras in the real world space, the depth information of the object can be obtained from pairs of stereoscopic images taken from different view angles. The depth information is calculated based on corresponding pixels on the pair of stereoscopic images, which is then converted to the distance away from a reference axis. The reference axis is assumed passing through the center of the object, and passing the plane parallel to the image planes of the pair of cameras. The radial distance and the position of the pixel on the camera's image plane is then converted to the three-dimensional cylindrical coordinates of a voxel corresponding to this pixel. In the project, the angle that separates each set of camera pair is so chosen such that the depth fields estimated by the associated image pair are partially overlapped. The depth fields from all angles are then stitched together to form the outer surface of the object located inside a cylindrical space. With the surface information of the object, the object is represented by non-overlapping cubes or cubic voxels in the three dimensional space. The cubic voxels that constitute the surface of the object are further smoothed into surface formed by triangular planes. The modeled object is finally represented and stored in the commonly used OBJ format. The experimental results of modeling some real sample objects are acceptable in general, and prove that the proposed 3D modeling method is feasible.
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