Dissertations / Theses on the topic 'Stereoscopy'
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Nilsson, Linus. "Plug-in for stereoscopic studio production using 3Ds Max." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7357.
Full textIn this day and age when 3D cinema is ever increasing in popularity and 3D television sets on the verge of becoming a reality in our homes, the media production companies are interested in looking at how they can start producing stereoscopic format media for this exciting medium. This thesis proposes a solution to parts of the stereoscopic production pipeline by examining and proposing the extent of the requirements of a plug-in to aid in the setting up and rendering of stereo pairs and ultimately proposing such a plug-in and modifying it to suit the proposed requirements. With a high emphasis on ensuring that the plug-in is capable of producing enjoyable stereoscopic content, the plug-in is tested by rendering a demanding scene previously used in factual production work. The findings of these tests ultimately lead to the evaluation of the plug-ins usefulness as a tool for not only the production studio involved but for anyone interested in generating material for this exciting medium.
Desjardins, Danick. "Structured lighting stereoscopy with marching pseudo-random patterns." Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27760.
Full textClark, Christine. "Geocoding and stereoscopy of synthetic aperture radar imagery." Thesis, University College London (University of London), 1991. http://discovery.ucl.ac.uk/1349607/.
Full textPortyš, Jakub. "Binokulární vidění." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-220016.
Full textEbel, Sarah C. "Selling and stereoscopy reading "A Visit to Sears, Roebuck & Co." /." Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file, 88 p, 2007. http://proquest.umi.com/pqdweb?did=1338865461&sid=1&Fmt=2&clientId=8331&RQT=309&VName=PQD.
Full textMaschio, Alexandre Vieira. "A estereoscopia : investigação de processos de aquisição, edição e exibição de imagens estereoscópicas em movimento /." Bauru : [s.n.], 2008. http://hdl.handle.net/11449/89749.
Full textBanca: Hélio Augusto Godoy de Souza
Banca: Dorival Campos Rossi
Resumo: A estereoscopia é uma qualidade que nossa visão possue para vermos os objetos que nos circundam percebendo suas proporções, volume e profundidade. É uma propriedade da visão humana, que permite nos situarmos melhor no ambiente tridimensional em que vivemos. A estereoscopia é fruto de pesquisa em diversos campos teóricos, desde a engenharia, até à medicina, psicologia, comunicação e o design. Seu uso se faz no setor militar, e atualmente cada vez mais no setor industrial. Este trabalho se propõe a preencher a lacuna da bibliografia inexistente em nosso idioma, sobre os processos de aquisição, edição e exibição de material audiovisual estereoscópico. O método adotado foi a pesquisa de campo, a pesquisa bibliográfica, além de testes práticos para referendar hipóteses das formas de produção possíveis. A pesquisa tem a intenção de servir como referência para profissionais de design, comunicólogos, entusiastas, e qualquer outro profissional, que busque conhecimentos sobre as formas de produção audiovisual estereoscópica. A dissertação faz uma abordagem geral do que é a esteroscopia, a compara com outros tipos de tecnologias existentes, comenta o surgimento do cinema 3D, seus altos e baixos, e porquê a estereoscopia está resurgindo com mais força, nas mais variadas aplicações esteroescópicas, tanto para cinema, como televisão, computadores e sistemas de realidade virtual. Tentou-se abranger quase todos os equipamentos e processos existentes. Utilizaram-se ilustrações para que os leigos ou pouco conhecedores das tecnologias, possam compreender melhor o sistema e os procedimentos.
Abstract: Stereoscopy can bem defined as the quality possessed by our view so that we can see the objects around us, perceiving their proportions, volume and depth. It is a human vision property, that allows us be better adapted in the tridimensional environment in which we live. The stereoscopy is a consequence of different researches in several theoretical fields, from engineering to medicine, psychology, communication and design. It is also used in the military area and is increasingly being used in the industrial segment nowadays. The aim of this paper is to fill the lack of the non-exixisting bibliography in our own language, on the processes of aquisition, edition and displaying of the stereoscopic audio visual material. The method used was field research, bibliographic research, besides practical tests to referend on hypotheses of possible production ways. The research is aimed at serving as a reference for design and communication professionals, enthusiasts and any professional who is in search of knowledge on the ways of stereoscopic audio visual production. The general approach of this paper is on the meaning of stereoscopy, the comparison to other technologies commenting the 3D cinema coming up and why is stereoscopy arising again with more power, in its several applications, such as cinema, television, computers and visual reality systems. It was attemped to cover almost all the pieces of equipment and processes. Illustrations were used so that lay people can better understand the system and its procedures. And at last, this paper aims to make a system on information not available in our language, in such a way to contribute so that Brazilian professionals and researchers have each time more research material to use as a reference on this arising technology to help our coutry compete in this disseminating technology.
Mestre
Prakash, Deepak. "Stereoscopic 3D viewing systems using a single sensor camera." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1196268883.
Full textJohansson, 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.
Full textStereoscopy 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.
Bughin, Eric. "Towards automated, precise and validated vectorisation of disparity maps in urban satellites stereoscopy." Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2011. http://tel.archives-ouvertes.fr/tel-00653875.
Full textGonzález, Zúñiga Luis Diego. "Stereoscopic user interfaces: Creating a pipeline for stereo application development." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/393992.
Full textEste trabajo es una investigación doctoral en el campo de interfaces graficas de usuario estereoscópicas. Se evalúa el estado actual de la tecnología 3D y el estado del arte en las tendencias del área, traduciéndolas a conceptos aplicables a software. El objetivo principal es estudiar como la profundidad 3D puede mejorar la interfaz de una aplicación, otorgándole una estética y utilidad. Independientemente del medio, nuestro enfoque es proveer herramientas y técnicas eficientes que se apliquen a proceso de diseño de interfaces para añadirles profundidad. Es por ello que trabajamos en un entorno web, de escritorio, con gestos y estudios de percepción de usabilidad, con la intención de documentar tanto las reacciones de los usuarios como las aplicaciones novedosas en software. La presente tesis documenta un esfuerzo de 4 años en el área de interfaces graficas de usuario estereoscópicas. Empezamos repasando las bases de la teoría estereoscópica y el estado de la tecnología. Luego nos fijamos en varias fases del proceso de creación de una interfaz gráfica, desde el prototipado hasta la medición de la profundidad percibida. Construimos herramientas y bibliotecas que van de la mano con las tecnologías actuales y que permiten a los desarrolladores y entusiastas crear aplicaciones que utilicen 3D, incluyendo las aplicaciones de Realidad Virtual.
interfaces. It evaluates the current state of 3D technology and the state of the art trends in the area and translates them to software applications. The main objective is to study how 3D depth can enhance a GUI application, by having an aesthetic and utilitarian function. Independent of medium, our main focus is to provide efficient tools and techniques that apply to the interface design process to add depth to it. In this vein we work with web, desktop, gestural technologies and perception UX studies with the intention of documenting both user reactions and innovative software implementations. The present thesis documents our 4 year effort in the field of stereoscopic graphical user interface. We walk through the foundations of the stereo theory and the state of the technology. We then approach several phases of a GUI creating pipeline: from sketching prototypes to measuring the perceived depth effect. We built frameworks and plugins that go hand to hand with the current technology stack and allow other developers and enthusiasts to create both stereoscopic 3D GUIs and VR applications.
Maschio, Alexandre Vieira [UNESP]. "A estereoscopia: investigação de processos de aquisição, edição e exibição de imagens estereoscópicas em movimento." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/89749.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
A estereoscopia é uma qualidade que nossa visão possue para vermos os objetos que nos circundam percebendo suas proporções, volume e profundidade. É uma propriedade da visão humana, que permite nos situarmos melhor no ambiente tridimensional em que vivemos. A estereoscopia é fruto de pesquisa em diversos campos teóricos, desde a engenharia, até à medicina, psicologia, comunicação e o design. Seu uso se faz no setor militar, e atualmente cada vez mais no setor industrial. Este trabalho se propõe a preencher a lacuna da bibliografia inexistente em nosso idioma, sobre os processos de aquisição, edição e exibição de material audiovisual estereoscópico. O método adotado foi a pesquisa de campo, a pesquisa bibliográfica, além de testes práticos para referendar hipóteses das formas de produção possíveis. A pesquisa tem a intenção de servir como referência para profissionais de design, comunicólogos, entusiastas, e qualquer outro profissional, que busque conhecimentos sobre as formas de produção audiovisual estereoscópica. A dissertação faz uma abordagem geral do que é a esteroscopia, a compara com outros tipos de tecnologias existentes, comenta o surgimento do cinema 3D, seus altos e baixos, e porquê a estereoscopia está resurgindo com mais força, nas mais variadas aplicações esteroescópicas, tanto para cinema, como televisão, computadores e sistemas de realidade virtual. Tentou-se abranger quase todos os equipamentos e processos existentes. Utilizaram-se ilustrações para que os leigos ou pouco conhecedores das tecnologias, possam compreender melhor o sistema e os procedimentos.
Stereoscopy can bem defined as the quality possessed by our view so that we can see the objects around us, perceiving their proportions, volume and depth. It is a human vision property, that allows us be better adapted in the tridimensional environment in which we live. The stereoscopy is a consequence of different researches in several theoretical fields, from engineering to medicine, psychology, communication and design. It is also used in the military area and is increasingly being used in the industrial segment nowadays. The aim of this paper is to fill the lack of the non-exixisting bibliography in our own language, on the processes of aquisition, edition and displaying of the stereoscopic audio visual material. The method used was field research, bibliographic research, besides practical tests to referend on hypotheses of possible production ways. The research is aimed at serving as a reference for design and communication professionals, enthusiasts and any professional who is in search of knowledge on the ways of stereoscopic audio visual production. The general approach of this paper is on the meaning of stereoscopy, the comparison to other technologies commenting the 3D cinema coming up and why is stereoscopy arising again with more power, in its several applications, such as cinema, television, computers and visual reality systems. It was attemped to cover almost all the pieces of equipment and processes. Illustrations were used so that lay people can better understand the system and its procedures. And at last, this paper aims to make a system on information not available in our language, in such a way to contribute so that Brazilian professionals and researchers have each time more research material to use as a reference on this arising technology to help our coutry compete in this disseminating technology.
Maleschlijski, Stojan [Verfasser], and Axel [Akademischer Betreuer] Rosenhahn. "Behavior of barnacle larvae during surface exploration studied by stereoscopy / Stojan Maleschlijski ; Betreuer: Axel Rosenhahn." Heidelberg : Universitätsbibliothek Heidelberg, 2014. http://d-nb.info/1180033272/34.
Full textCorlay, Patrick. "Système de télévision stéréoscopique base sur une prise de vue à trois cameras." Valenciennes, 1994. https://ged.uphf.fr/nuxeo/site/esupversions/826e325f-3439-413e-8247-c371a2cf48a6.
Full textGurrieri, 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.
Full textCarmo, Felipe Pereira do. "Utilização da transformada de características invariante a escala (SIFT) na automatização da obtenção de pontos do Sistema de Imagens Tridimensional Híbrido (SITH)." Universidade do Estado do Rio de Janeiro, 2010. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=3014.
Full textEsta dissertação apresenta um aperfeiçoamento para o Sistema de Imagens Tridimensional Híbrido (SITH) que é utilizado para obtenção de uma superfície tridimensional do relevo de uma determinada região a partir de dois aerofotogramas consecutivos da mesma. A fotogrametria é a ciência e tecnologia utilizada para obter informações confiáveis a partir de imagens adquiridas por sensores. O aperfeiçoamento do SITH consistirá na automatização da obtenção dos pontos através da técnica de Transformada de Características Invariantes a Escala (SIFT - Scale Invariant Feature Transform) dos pares de imagens estereoscópicas obtidos por câmeras aéreas métricas, e na utilização de técnicas de interpolação por splines cúbicos para suavização das superfícies tridimensionais obtidas pelo mesmo, proporcionando uma visualização mais clara dos detalhes da área estudada e auxiliando em prevenções contra deslizamentos em locais de risco a partir de um planejamento urbano adequado. Os resultados computacionais mostram que a incorporação destes métodos ao programa SITH apresentaram bons resultados.
This dissertation presents an improvement of the Three-Dimensional Hybrid Imaging System (SITH) that is used to obtain a three dimensional surface relief of a particular region from the same two consecutive air frames it. Photogrammetry is the science and technology used to obtain reliable information from images acquired by sensors. Improving the automation of the SITH will consist of points obtained using the technique of Invariant Feature Transform Scale (SIFT - Scale Invariant Feature Transform) pair of stereoscopic images obtained by aerial metric cameras, and the use of means of cubic spline interpolation for smooth surfaces produced by the same three-dimensional, providing a clearer view of the details of the study area and aiding in effective prevention against landslides in hazardous locations from an urban planning appropriate. The computational results show that the incorporation of these methods to the program SITH had good results.
Horák, Daniel. "Návrh software jednoúčelového stroje pro vizuální kontrolu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-444978.
Full textKeebler, Joseph R. "Effects of 3D stereoscopy, visuo-spatial working memory, and perceptions of simulation experience on the memorization of confusable objects." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4949.
Full textID: 030423191; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 148-158).
Ph.D.
Doctorate
Psychology
Sciences
Sorbier, de Pougnadoresse François de. "Approches visuelles pour l'amélioration de la présence en réalité virtuelle." Thesis, Paris Est, 2008. http://www.theses.fr/2008PEST0205/document.
Full textThe feeling of presence is the ultimate goal of a virtual reality system. It can be achieved by stimulating its four pillars that are immersion, interaction, consistency of the action-perception loop and emotions. Our objective is submit methods which could increase this feeling of presence. We will especially focus on visual perception. First, we present a solution applying the stereoscopic rendering on GPU. Using the latest shaders extensions, we join the traditional two passes to a single that reduce redundant computation. Our method can also be applied on recent autostereoscopic screens which need about ten different view points. The second contribution refers to eyestrain caused when a user watches stereoscopic images during a long time. We propose to use the graphic cards to render, in real time, a blur on problematic areas thus the user will focus on the others. We also use blur to point out some objects of the virtual scene that we considerate as important and avoid to let user's eye wander. Finally, we propose a method to increase the presence of the user into the virtual environment. An avatar, based on images taken from several cameras and visual hull method, is first build. In a second stage, the avatar is integrated into the virtual scene so it seems natural to the user. Thus we use reflective surfaces like mirrors or virtual lights interactions like shadows
Tomoyose, Alexandre Nascimento. "Comparação e classificação de técnicas de estereoscopia para realidade aumentada e jogos." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20102010-114358/.
Full textStereoscopy is the area of knowledge that addresses three dimensional vision, but its restricted to, by definition, the techniques that allows the reconstruction of a three dimensional scene observed from two different points of view at least, in the case of human beings it is the scene reconstructed in the brain from the images obtained by the eyes. Initially, the present work consolidates the main concepts and techniques of this extended area, considering, after that, ways of analysis, comparison and classification of stereoscopy techniques through qualitative and quantitative metrics and theorical data. Additionally, based on literature review and in experimental results, the research try\'s to evaluate advantages and disadvantages between stereoscopy techniques and in stereoscopy as a whole, to stimulate discussion, trends and challenges found when merging stereoscopy to Augmented Reality (AR) systems, in particular tele-presence systems with video-avatar, and computer games.
Zingarelli, Matheus Ricardo Uihara. "RevGlyph - codificação e reversão esteroscópica anaglífica." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-14012014-144506/.
Full textAttention towards 3D content production has been currently high, mostly because of public acceptance and interest in this kind of technology. That reflects in more investment from film, television and gaming industries, aiming at bringing 3D to their content and devices, as well as offering different ways of user interaction. Therefore, new capturing techniques, coding and playback modes for 3D video, particularly stereoscopic video, have been emerging or being enhanced, focusing on improving and integrating this new kind of technology with the available infrastructure. However, regarding advances in the coding area, there are conflicts because each stereoscopic visualization method uses a different coding technique. That leads to incompatibility between those methods. One proposal is to develop a generic technique, that is, a technique that is appropriate regardless the visualization method. Such technique, with suitable parameters, outputs a stereoscopic video with no significant loss of quality or depth perception, which is the remarkable feature of this kind of content. The proposed technique, named RevGlyph, transforms a stereo pair of videos into a single anaglyph stream, coded in a special manner. Such stream is not only compliant with the anaglyph visualization method but also reversible to something close to the original stereo pair, allowing visualization independence
Kab, Ammar. "Conception et réalisation d'une maquette de vidéoprojecteur laser stéréoscopique." Valenciennes, 1999. https://ged.uphf.fr/nuxeo/site/esupversions/718396dc-0020-420e-be40-27957e2bfd6f.
Full textZelníček, Leoš. "Optimalizace pro stereoskopické zobrazení." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236631.
Full textAl, Harbi Sultan Duham. "Suitability of DEMs derived from SAR interferometry and ASTER stereoscopy for hydrological applications using GIS : a case study of Al-Jafer basin, Jordan." Thesis, University of Leicester, 2009. http://hdl.handle.net/2381/9921.
Full textSampedro, Paula Poiet. "Estudos da linguagem audiovisual em animações estereoscópicas : análise da representação tridimensional nas narrativas." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8264.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
The research herein is consolidated in fantastical narratives presented in animation movies allied with deep perception exploration. Its development aims to investigate how visual resources are used in animation movies to emphasize fantastical narratives in current contexts. The focus is placed on animations made by digital three-dimensional environment and on the use of stereoscopy working as tools that influence on the composition of narrative tension. The study is based upon the animation movies "How to Train Your Dragon" (DreamWorks, 2010), "How to Train Your Dragon 2" (DreamWorks, 2014) and "Frozen" (Disney, 2013) because of the fantastical storytelling, which evaluates their relations with stereoscopy's visuality and three-dimension digital space. At first a historical background to consolidate stereoscopy and animation techniques is described, which leads to contemporary cinematographic scenery and the use of 3D modeling. Then the research is directed to the study of film narratives previously mentioned followed by an evaluation of three-digital-dimensional language and the three-dimension characters building, in addition to their physical and psychological characteristics. In the end of the study, an analysis of the use of stereoscopy alongside with the narrative, characters and settings modeling of the three movies is proposed, verifying the stereoscopic space use in scenes with different dramatic intensity and how stereoscopy contributes to these narratives.
O presente trabalho tem como foco as narrativas fantásticas apresentadas em filmes de animação, aliadas à exploração da percepção de profundidade. Seu desenvolvimento tem o intuito de investigar como recursos visuais são utilizados em filmes de animação para reforçar narrativas fantásticas dentro do contexto contemporâneo. O foco se mantém nas animações criadas em ambiente digital tridimensional e no uso da estereoscopia como ferramenta que influencia a tensão da composição narrativa. Para realizar esse estudo, tem-se como base os longas-metragens de animação 3D "Como Treinar Seu Dragão" (How To Train Your Dragon – DreamWorks, 2010), "Como Treinar Seu Dragão 2" (How To Train Your Dragon 2 – DreamWorks, 2014) e "Frozen: Uma Aventura Congelante" (Frozen – Walt Disney 2013) devido às narrativas de cunho fantástico, onde avalia-se a visualidade proposta pela estereoscopia e ambientação em espaço digital tridimensional. Inicialmente, é descrito um panorama histórico para consolidar as técnicas da estereoscopia e da animação, o qual culmina no cenário cinematográfico atual e no uso de modelagem 3D. Em um segundo momento, a pesquisa se direciona ao estudo das narrativas dos filmes supracitados, seguido de uma avaliação sobre a linguagem tridimensional digital e da criação de modelos tridimensionais dos personagens, suas características físicas e psicológicas. Por último, é proposta uma análise sobre o uso da estereoscopia em conjunto com a narrativa e a modelagem dos personagens e cenários nos três filmes, verificando o uso do espaço estereoscópico em cenas de diferentes intensidades dramáticas e as maneiras como a estereoscopia contribuiu com as narrativas fílmicas.
Paget, Mathias. "Optimisation discrète et indices de stabilité appliqués à la stéréoscopie en contexte routier." Thesis, Paris Est, 2017. http://www.theses.fr/2017PESC1084/document.
Full textProblems solved by image processing tend to be more and more complex. For instance, in road context, ADAS (Advanced driver-assistance systems) aim to a completely automatic diving tack. Evaluating system reliability is an important challenge in that case. These tasks being hard to perform, processing chains are often divide in numerous processing steps. As a consequence, characterizing the output using the input of the chain is not obvious. Most of the time, image processing steps are formulate as an energy minimization. These energies are often hard to minimize and need to apply suitable optimization methods. In this thesis, we aim to characterize the solution during the optimization step. Using this approach, we proposed stability index with two discrete optimization methods : graph-cut and dynamic optimization. First, we focused on stereoscopic reconstruction problem in road context and on denoising problem using graph-cut. Models obtained by Bayesian interpretation lead to optimize energies witch cannot be handled by classical binary fusion optimization scheme. We proposed a suitable scheme composed of fusion by expansion and fusions by step. When this scheme is apply to stereoscopic reconstruction and denoising, obtained solution have the wanted characteristics : sharp edges and shading in homogeneous areas. Next, in dynamic programming context, we reinterpreted the prior used in Semi-Global Matching (SGM) stereoscopic reconstruction method and in some of its variants. We proposed an additional parameter in order to modify the favored direction in the prior. At last, we proposed stability index of the solution in graph-cut and dynamic programing context. Using this index in a solution refinement step shows improvements
Rebouças, José Thales Sena. "Evolução no tempo da percepção visual de distância." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/42/42137/tde-19022015-153614/.
Full textVirtual reality technology opened up the possibility of novel psychophysiscal investigations. This work describes a research on the microgenesis of depth perception, as induced exclusively by binocular disparity. Such processes occur in early stages, whereby the percept is gradually built. Previous experiments indicated that depth perception is perceived in early stages of visual processing. This conclusion is now confirmed by the present work, carried out with a technology that guarantees visual stimulation exclusively by binocular disparity. Specific hardware and software were developed, to permit accurate timing of binocular stimulation and reliable measurements of reaction time. A significant result of the present work was the validation of these new tools. Finally, the results also allow suggesting the precautions necessary in the execution of experiments of this type, both to protect participants from possibly uncomfortable or aversive situations, and also to select participants without functional stereopsis deficits.
Calore, E. "TOWARDS STEADY-STATE VISUALLY EVOKED POTENTIALS BRAIN-COMPUTER INTERFACES FOR VIRTUAL REALITY ENVIRONMENTS EXPLICIT AND IMPLICIT INTERACTION." Doctoral thesis, Università degli Studi di Milano, 2014. http://hdl.handle.net/2434/233319.
Full textMercier, Michel. "Recherches sur l'image scientifique : génèse du sens et signification en microscopie électronique." Bordeaux 1, 1987. http://www.theses.fr/1987BOR10567.
Full textSalvi, Joaquim. "An approach to coded structured light to obtain three dimensional information." Doctoral thesis, Universitat de Girona, 1998. http://hdl.handle.net/10803/7714.
Full textThe 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.
Siqueira, Paula Monteiro. "Cinema digital e educação: novas formas de percepção estética no século XXI." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/2752.
Full textThe art goes through transformations on elapse of time, as do the resources and techniques used to produce it, and it s transformed as well as the predominant medium of communication alleged experience mediation. At the beginning of the 20th century Benjamin identified this process and analysed its effects, particularly through movies (BENJAMIN, 1987) and nowadays, with digital movie development, we observe several transformations which impact movie s language and the ways that spectators interact with it. Under the hypothesis that techniques applied to digital movies modify the way that spectators interact with the film, we develop our research on defining a cutout on stereoscopy, which produces the depth effect on 3D movies, and the use of CGI (computer generated imagery), which consists in computer created and animated images, having the target to discuss the impact of these resources on spectator s experience of interaction with movies, and more specifically to investigate new features of digital cinema aiming to understand what are the possible changes on movie s language and broached contents, as well as recognizing features of the ways of perception that might come up on this circumstances. For these purposes we develop a theoretical and empirical research grounded on the theoretical references of Critical Theory of Society.
A arte modifica-se no decorrer da história, bem como os recursos e técnicas pelos quais é produzida, e modifica-se também o meio de comunicação predominante como suposta mediação da experiência. No início do século XX, Benjamin identificou esse processo e analisou seus efeitos, sobretudo por meio do cinema (BENJAMIN, 1987a) e atualmente, com o desenvolvimento do cinema digital, observamos diversas transformações que impactam a linguagem cinematográfica e as formas como os espectadores interagem com as mesmas. Sob a hipótese de que técnicas aplicadas ao cinema digital modificam a forma como o espectador interage com o filme, desenvolvemos a nossa pesquisa delimitando um recorte sobre a estereoscopia, que produz o efeito de profundidade no cinema 3D e o uso das CGI (Computer generated imagery), que consiste em imagens criadas e animadas digitalmente, com objetivo de discutir o impacto de tais recursos sobre a experiência do espectador em interação com as obras cinematográficas, e mais especificamente investigar novas características do cinema digital a fim de compreender quais são as possíveis mudanças na linguagem do cinema e conteúdos abordados, bem como reconhecer características das formas de percepção que possivelmente surjam no cenário específico da cultura audiovisual digital do século XXI. Para tanto, desenvolvemos uma pesquisa teórica e empírica fundamentada no referencial teórico da Teoria Crítica da Sociedade.
Junqueira, Luiz Antonio Custódio Manganelli. "Visualizador 3D baseado em head tracking e estereoscopia para aplicações com o método dos elementos finitos." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/3/3143/tde-29102014-173817/.
Full textThe 3D visualization of Finite Element Method (FEM) simulations is still a limited experience due to the lack of realism of 3D monitors available. In addition to the realistic 3D monitor, better visualization of these simulations depends on a MEF presentation properly developed in order to get the most out of 3D realism. In this work, a 3D MEF viewer is develop, including stereoscopy and head tracking 3D effects, that better explores human depth cues using hardware from cost and benefit perspective and graphics libraries used in conventional applications.
Lauthers, Chad M. "The effects of stereoscopic technologies on subjects' ability to perform a Lego block construction task." Connect to this title online, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1143132334.
Full textSantos, Cristiano Flores dos. "Um framework para avaliação de mapeamento tridimensional Utilizando técnicas de estereoscopia e odometria visual." Universidade Federal de Santa Maria, 2016. http://repositorio.ufsm.br/handle/1/12038.
Full textO mapeamento tridimensional de ambientes tem sido intensivamente estudado na última década. Entre os benefícios deste tema de pesquisa é possível destacar adição de autonomia á automóveis ou mesmo drones. A representação tridimensional também permite a visualização de um dado cenário de modo iterativo e com maior riqueza de detalhes. No entanto, até o momento da elaboração deste trabalho não foi encontrado um framework que apresente em detalhes a implementação de algoritmos para realização do mapeamento 3D de ambientes externos que se aproximasse de um processamento em tempo real. Diante disto, neste trabalho foi desenvolvido um framework com as principais etapas de reconstrução tridimensional. Para tanto, a estereoscopia foi escolhida como técnica para a aquisição da informação de profundidade do cenário. Além disto, neste trabalho foram avaliados 4 algoritmos de geração do mapa de profundidade, onde foi possível atingir a taxa de 9 quadros por segundo.
Hu, Osvaldo Ramos Tsan. "Contribuições ao desenvolvimento de um sistema de telepresença por meio da aquisição, transmissão e projeção em ambientes imersivos de vídeos panorâmicos." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-19092006-134926/.
Full textResearch and development in telepresence systems have been done in several applications that require physical presence of people into non-accessible environments. These situations may vary, from those related to distance education to those related to very hazardous places for humans. In this work, the main research and development goal is the conception and implementation of a telepresence system for 360 degrees immersive environments, this system is able to perform acquisition, transmission and projection of moving images on immersive multi-projection environments, such as the CAVERNA Digital®, developed by the Laboratório de Sistemas Integráveis at the Escola Politécnica, Universidade de São Paulo. The main contributions to the development of telepresence systems are: a detailed specification of the general architecture of the system, the implementation of the calibration, the imagery correction and the 360 degrees panoramas composition methods. The prototype that was implemented includes: an Acquisition Module, that acquires image of eight cameras (mounted on a ring of cameras placed on top of a robot), executes corrections and prepares a panoramic image; a Composition Module, that stitches the images in a final panorama; and an Exhibition Module, that adjusts and projects the panorama into the screens of the CAVERNA Digital®. Final, remarks on this present work and future perspectives are presented at the end.
Seabra, Rodrigo Duarte. "Uma ferramenta em realidade virtual para o desenvolvimento da habilidade de visualização espacial." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/3/3146/tde-22042010-154613/.
Full textSpatial skills, specially visualization, are intensely required by numerous artistic, technical and scientific professions. Many studies show that spatial visualization can be developed and improved through appropriate activities like, for example, Technical Drawing and Descriptive Geometry courses. This work proposes the specification and development of a didactic tool to support teaching of Descriptive Geometry based on Virtual Reality techniques, particularly the stereoscopy. The tool is designed to enable the dynamic execution of three-dimensional geometric constructions, allowing the creation of spatial situations by the user, i.e. the teacher in the classroom. Aiming to increase the perception of spatial relationships between the elements represented, a passive stereoscopic projection was adopted, which will allow students to visualize the geometry in three dimensions, with depth perception. In addition, the proposed innovative tool represents a low cost solution, feasible for using by large groups. The evaluation methodology used in the experimental research involved three separate groups of students: control, mono-test and stereo-test. The first received conventional instruction in Descriptive Geometry while the others were exposed to the new tool, operating in stereo mode and, the third case, without this feature. The main effects of system usage in traditional classes of Descriptive Geometry indicated that the three groups of students showed improvements in the development of their spatial skills. However, no statistically significant difference was verified by analysis of the mean gain provided by the different treatments used in the experimental research. In addition to the quantitative evaluation, the research involved the application of a qualitative evaluation, which indicated the tool was better accepted by students, if compared to the conventional methods of teaching. The obtained results showed that stereoscopic technology is a good alternative to be used in the classroom, contributing to the learning of the theme.
Krátký, Martin. "Mobilní aplikace pro 3D rekonstrukci." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-442534.
Full textSlíž, 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.
Full textOLIVEIRA, Flávio Gomes de. "Panorama e proposições da animação em stop motion." Universidade Federal de Goiás, 2010. http://repositorio.bc.ufg.br/tede/handle/tde/2834.
Full textThe main objective of this research is to establish the actual situation of the animation world with emphasis on animation technique known as stop motion. This survey is based on major feature films animated film produced in ten years covering the years between 1999 and 2008, then promote a discussion about this technique and the main visual characteristics present in films of the genre, in order to elect some quality indicators for this type of animation that justify maintenance of use of this technique. For master image production, is shown a short movie animation, produced with the technique of stop motion, following the technical indicators in the survey and system stereoscopic presentation.
O principal objetivo desta pesquisa é estabelecer o panorama atual da animação mundial com ênfase na técnica de animação conhecida como stop motion. Para isso, foi realizado um levantamento dos principais filmes de animação produzidos entre 1999 e 2008, para em seguida, promover uma discussão a respeito da utilização desta técnica e das principais características visuais presentes nos filmes do gênero, com a finalidade de eleger alguns indicativos de qualidade para este tipo de animação que justifiquem a manutenção do uso desta técnica. A título de produção imagética de mestrado, é apresentado um pequeno vídeo de animação, produzido com a técnica de stop motion, seguindo os indicativos técnicos apontados pela pesquisa e com sistema de apresentação estereoscópica.
Pocztar, Laurence. "Mise en correspondance spatio-temporelle d'images pour la restitution d'une gerbe de particules." Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb376089045.
Full textHendrickx, Etienne. "Influence de la stéréoscopie sur la perception du son : cas de mixages sonores pour le cinéma en relief." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0078/document.
Full textFew psychoacoustic studies have been carried out about the influence of stereoscopy on the sound mixing of movies. Yet very different opinions can be found in the cinema industry and in scientific papers. Some argue that sound needs to be mixed differently for stereoscopic movies while others pretend that this influence is negligible.A first set of experiments was conducted, which focused on the perception of ambience. Eight sequences - in their stereoscopic (s-3D) and non-stereoscopic (2D) versions, with several different sound mixes - were presented to subjects. For each presentation, subjects had to judge to what extent the mix sounded frontal or “surround.” The goal was to verify whether stereoscopy had an influence on the perception of the front/surround balance of ambience. Results showed that this influence was weak, which was consistent with a preliminary experiment conducted in a mixing auditorium where subjects had to mix the front/surround balance of several sequences themselves.Studies were then conducted on the perception of sound objects such as dialogs or on-screen effects. A fourth experiment focused on ventriloquism in elevation: when presented with a spatially discordant auditory-visual stimulus, subjects sometimes perceive the sound and the visual stimuli as coming from the same location. Such a phenomenon is often referred to as ventriloquism, because it evokes the illusion created by a ventriloquist when his voice seems to emanate from his puppet rather than from his mouth. While this effect has been extensively examined in the horizontal plane and to a lesser extent in distance, few psychoacoustic studies have focused on elevation. In this experiment, sequences of a man talking were presented to subjects. His voice could be reproduced on different loudspeakers, which created disparities in both azimuth and elevation between the sound and the visual stimuli. For each presentation, subjects had to indicate whether or not the voice seemed to emanate from the mouth of the actor. Ventriloquism was found to be highly effective in elevation, which suggests that audiovisual coherence in elevation might be unnecessary in theaters
McCann, Shaun V. "Stereoscopic rendering." Thesis, University of Sussex, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341535.
Full textRakov, Artem. "Unfolding the Assemblage : Towards an Archaeology of 3D Systems." Thesis, Stockholms universitet, Filmvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-182425.
Full textVavroš, Ondřej. "Měření vzdálenosti stereoskopickým senzorem." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220333.
Full textMcIntire, 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.
Full textAgosti, Claudia. "Stereoscopia ed autostereogrammi." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12383/.
Full textBalasubramaniyam, Balamuralii. "Stereoscopic video coding." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/33973.
Full textMast, Marcus. "Human-Robot Interaction for Semi-Autonomous Assistive Robots : Empirical Studies and an Interaction Concept for Supporting Elderly People at Home." Doctoral thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105738.
Full textForskningen behandlar problem med autonoma robotar som agerar i hemmiljö. Specifikt studeras konceptet semi-autonoma robotar, vilket innebär att robotarna stöds av mänskliga operatörer när de inte klarar uppgifter på egen hand. Syftet med forskningen är att undersöka design av människa-robotinteraktion för robotsystem som stöder äldres behov av hjälp med fysiska uppgifter i hemmiljö. Forskningen är användarcentrerad och har strukturerats i fyra faser: I den första fasen undersöktes användarkontexten för systemet. I en fokusgruppsstudie utforskades karakteristika och attityder för flera potentiella användargrupper. Kraven på en semi-autonom robot för att assistera äldre och informella vårdgivare fastställdes. En enkätstudie undersökte levnadsvillkor hos äldre för att utforska tekniska utmaningar dessa omgivningar ställer på robotar. En etnografisk studie undersökte arbetskontexten på servicecenter för teleassistans och undersökte genomförbarhet i att utöka tjänsteutbudet till att även inkludera teleassisterade robotar. I den andra fasen utfördes två studier för att få kunskap om interaktionskrav. Den första studien fastställde vanliga typer av fel som inträffar med nuvarande typer av autonoma robotar och de typer av mänsklig assistans som krävs för att hantera dessa fel. Den andra studien undersökte hur mänsklig assistans kan utformas givet en repertoar av potentiella interaktionsanordningar. I den tredje fasen utformades ett interaktionskoncept för människa-robot interaktionen för tre användargrupper med dedicerade gränssnitt. Koncepten och användargränssnitten förfinades i en iterativ process baserat på resultat från utvärderingar med tänkta användare, och resulterade i uppmuntrande resultat vad gäller användarnas uppskattning och tillfredsställelse. I den fjärde och sista fasen studerades nyttan hos två specifika gränssnitt experimentellt. Det första experimentet undersökte nyttan med att ge operatörer på distans globala 3D-kartor under robotnavigeringen och identifierade användarscenarier där detta kan utnyttjas. Det andra experimentet undersökte nyttan med en stereoskopisk display för att manipulera och navigera roboten på distans. Resultaten visar på temporala fördelar med stereoskopisk display för en av tre undersökta uppgiftstyper och potentiella fördelar för de andra två.
Roberts, David Anthony Thomas. "Validating stereoscopic volume rendering." Thesis, Durham University, 2016. http://etheses.dur.ac.uk/11735/.
Full textIqbal, Mohammad. "Polarization stereoscopic imaging prototype." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00702271.
Full textJones, Christopher. "Imaging for stereoscopic displays." Thesis, University College London (University of London), 2003. http://discovery.ucl.ac.uk/1383535/.
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