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Artykuły w czasopismach na temat "Anaglyph"

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Qi, Min, Shanshan Cui, Qianmin Du, Yuelei Xu i David F. McAllister. "Visual Fatigue Alleviating in Stereo Imaging of Anaglyphs by Reducing Retinal Rivalry and Color Distortion Based on Mobile Virtual Reality Technology". Wireless Communications and Mobile Computing 2021 (15.09.2021): 1–10. http://dx.doi.org/10.1155/2021/1285712.

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Stereoscopic display is the means of showing scenes in Virtual Reality (VR). As a type of stereo images, anaglyphs can be displayed not only on the screen, but are currently the only solution of stereo images that can be displayed on paper. However, its deficiencies, like retinal rivalry and color distortion, could cause visual fatigue. To address this issue, an algorithm is proposed for anaglyph generation. Unlike previous studies only considering one aspect, it considers both retinal rivalry and color distortion at the same time. The algorithm works in the CIE L ∗ a ∗ b ∗ color space and focuses on matching the perceptual color attributes especially the hue, rather than directly minimizes the sum of the distances between the perceived anaglyph color and the stereo image pair. In addition, the paper builds a relatively complete framework to generate anaglyphs so that it is more controllable to adjust the parameters and choose the appropriate process. The subjective tests are conducted to compare the results with several techniques which generate anaglyphs including empirical methods and computing methods. Results show that the proposed algorithm has a good performance.
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Kumar, Deva Phanindra, i Sourabh Bajaj. "Real Time 3D Anaglyph Image Control Using MEMS Sensors". Advanced Materials Research 403-408 (listopad 2011): 4157–61. http://dx.doi.org/10.4028/www.scientific.net/amr.403-408.4157.

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3-D Imaging refers to a technique for creating or enhancing the illusion of depth in an image by presenting two offset images separately to the left and right eye of the viewer. Anaglyph generation is one of the most cost effective methods of spectroscopic 3D imaging. Almost all human activities are related to some motion. In this paper we discuss about a method to control realtime anaglyph images based on the movement of MEMS inertial sensors. The aim is to track the movements of the sensor and accordingly build a system that controls anaglyph images simultaneously. A system to control anaglyph images using MEMS was developed at the end of experiment successfully. This can be further enhanced to develop various systems based on motion tracking and image creation, like human body modeling and gesture recognition and also to other 3D imaging techniques.
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Sanftmann, H., i D. Weiskopf. "Anaglyph Stereo Without Ghosting". Computer Graphics Forum 30, nr 4 (czerwiec 2011): 1251–59. http://dx.doi.org/10.1111/j.1467-8659.2011.01984.x.

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Santos, Daniel Souza dos, i Fábio Ferreira Dias. "Uso de Anaglifos como Alternativa para Práticas de Estereoscopia em Sensoriamento Remoto". Anuário do Instituto de Geociências 34, nr 2 (1.01.2011): 105–11. http://dx.doi.org/10.11137/2011_2_105-111.

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Aerial Photogrammetry is one of the most used implements on remote sensing. One of the most common resorts for analysis in this area is the stereoscopy, which consists of visualization on 3 dimensions of the aerophoto through the use of a stereoscopic pair. There are three main stereoscopic visualization methods: trough anaglyphs, polarization and with a stereoscope. Despite the stereoscope still the most used method, the anaglyph may be an alternative for studies using stereoscopic techniques, with the advantage of using cheaper materials and having the possibility of application on Geographic Information Systems, allowing more cleared analysis with the tools of this kind of software, being very useful when applied on the education, turning the teaching process more dynamic.
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Setyanto, Daniar Wikan, Puri Sulistiyawati i Erisa Adyati Rahmasari. "Implementasi Nirmana pada Fotografi Portraiture 3D Anaglyph". ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 4, nr 02 (28.08.2018): 143–56. http://dx.doi.org/10.33633/andharupa.v4i02.1790.

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AbstrakImplementasi teknologi 3D saat ini lebih banyak digunakan di dunia perfilman dan animasi, padahal teknologi tersebut memiliki potensi untuk dikembangkan dalam fotografi, khususnya fotografi 3D. Sampai saat ini masih sedikit fotografer yang mendalami dan tertarik untuk melakukan eksperimen. Fotografi 3D menyimpan potensi untuk dikembangkan karena implementasi 3D dapat membuat media foto tersebut menjadi sangat unik. Fotografi sendiri merupakan salah satu dari bidang ilmu pengetahuan, teknologi dan seni (IPTEKS), oleh karena itu ilmu fotografi seharusnya bergerak dinamis mengikuti perkembangan teknologi. Melalui penelitian yang mengarah pada eksperimental fotografi dan citra 3D diharapkan dapat memberikan kontribusi kebaharuan dalam fotografi. Karya fotografi juga memerlukan sentuhan dari nirmana karena nirmana merupakan ilmu yang mempelajari unsur-unsur tata rupa. Tujuan penelitian ini adalah menghasilkan karya-karya fotografi portraiture nirmana dengan teknologi 3D anaglyph. Dengan menggunakan metodologi eksperimental, penelitian ini mengeksplorasi teknik penciptaan fotografi 3D anaglyph. Luaran karya fotografi 3D tersebut menjadi bukti bahwa sisi estetis nirmana dan teknologi fotografi 3D anaglyph merupakan ilmu yang saling berhubungan dan implementatif satu sama lain secara khusus dengan ilmu fotografi. Kata kunci : 3D anaglyph, fotografi, nirmana, portraiture AbstractThe implementation of 3D technology recently is more applicated in film and animation, whereas that technology has big potential to develop in photography, especially the 3D photography genre. Until now, only a few photographers have focused on this genre and are interested in conducting further experiments. 3D photography still has the potential to be developed because 3D applications can produce unique photos. Photography is one of the science and technology fields, therefore photography should move dynamically in line with technological developments. Through research that leads to experimental photography and 3D imagery is expected to contribute novelty in photography. Photographic work also requires nirmana touch because nirmana learns the elements of fine arts. The purpose of this research is to produce portraiture photography works of nirmana with anaglyph 3D technology. By using the experimental methodology, this study explores 3D anaglyph photography creation techniques. The output of 3D photography is evidence that nirmana aesthetic and 3D photography technology are interrelated and implementative especially with the science of photography. Keywords : 3D anaglyph, photography, nirmana, portraiture
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Wang, Meng, Jian Sheng Chen, Chang Yang, Ke Ming Cao i Guang Da Su. "Anaglyph 3D Display Based on a Computational Stereo System". Applied Mechanics and Materials 462-463 (listopad 2013): 993–96. http://dx.doi.org/10.4028/www.scientific.net/amm.462-463.993.

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Anaglyph 3D is a low-cost and popular 3D display method, made out of a photo pair. With only one common camera, however, there are difficulties in capturing moving objects. We suggest using the light field camera, which can be exploited as a computational stereo rig, to capture image pairs simultaneously. A processing framework for making anaglyph 3D image is then proposed. The effectiveness of our proposal is verified visually by experiments.
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Kim Chang Hwan. "Geographical Instruction used the Anaglyph". Journal of the Association of Korean Photo-Geographers 20, nr 1 (marzec 2010): 79–87. http://dx.doi.org/10.35149/jakpg.2010.20.1.008.

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Kmeťová, Mária. "Rediscovered Anaglyph in Program GeoGebra". Acta Mathematica Nitriensia 1, nr 1 (2015): 86–91. http://dx.doi.org/10.17846/amn.2015.1.1.86-91.

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Lancelle, M., T. Martin, B. Solenthaler i M. Gross. "Anaglyph Caustics with Motion Parallax". Computer Graphics Forum 35, nr 7 (październik 2016): 343–52. http://dx.doi.org/10.1111/cgf.13031.

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Heuser, John E. "Membrane Traffic in Anaglyph Stereo". Traffic 1, nr 1 (styczeń 2000): 35–37. http://dx.doi.org/10.1034/j.1600-0854.2000.010106.x.

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Rozprawy doktorskie na temat "Anaglyph"

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Švec, Martin. "Binokulární vidění a výroba anaglyfů". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-218148.

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Objective of this master's thesis is developing and describing of human vision process and anaglyph production. The text contains individual possibilities of achieving spatial sensation from two two-dimensional images. This thesis contains an application for the anaglyph creation developed in the Matlab 2008b interface and description of its functions and properties. Created anaglyphs and the source code sample are attached. The electronic version of the thesis and application are available on the attached DVD.
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Jemelka, Ondřej. "Binokulární vidění". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-219225.

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This thesis concern physiology of binocular vision, tools for recording, processing and reproduction of stereoscopic dynamic records. The thesis describes design and realization of recording tool which uses couple of digital still video cameras as stereoscopic video recorders. The thesis deals with the software capabilities of image processing in Matlab and presents possible solutions in the form of a program for creating stereoscopic video in various formats. In the thesis is presented in detail passive projection techniques O anaglyph and polarization method. Has been designed and constructed projection tool uses the light polarization to obtain stereoscopic vision and then has been objectively and subjectively evaluated qualities of both methods in survey with group of observers.
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Pospíšil, Pavel. "Binokulární vidění a výroba anaglyfů". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2010. http://www.nusl.cz/ntk/nusl-218810.

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This work concerns physiology of binocular vision and stereovision. The main topic of this work is the production of anaglyphs. The first part introduces anatomy of the eyes and principle of binocular vision, which is the stereoscopic production based on. The second part introduces the individual methods, it's processes and technical implementation for three-dimensional presentation with focusing on answering questions connected with production of anaglyphs. At the same time the M-script ANAGLYPH was developed, which provides connection with two external cameras and becomes high-quality element of anaglyphs production. All anaglyphs were photographed with couple of Logitec C120 or couple of Canon 450D cameras. Final anaglyphs were presented to a group of observers and they were given question forms. Subjective opinions of observers were statistically analyzed. The electronic version of this work and all the files and data are included on attached DVD.
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Tran, Vu M. "New methods for rendering of anaglyph stereoscopic images on CRT displays and photo-quality ink-jet printers". Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27189.

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Anaglyph is considered as an inexpensive approach to display to the observer a true 3D view of a real world scene. Moreover, it is the only way of providing a 3D stereoscopic effect on ordinary paper. There are not many techniques used to render anaglyph images, and most of them are very empirical and are used exclusively for additive display devices. The mathematical Linear Projection method was proved to be the best existing method for rendering anaglyph images with high color stability and color fidelity. However, its limitation is that it can exhibit strong ghosting in the rendered anaglyph images. This study describes two separate anaglyph algorithms; one is targeted for CRT additive display devices and the other one is aimed for printer subtractive display devices. Both of these two algorithms are based on the Linear Projection method, in which they attempt to reduce the ghosting effect introduced by the Linear Projection method while maintaining the strength of the Linear Projection method. The study also characterizes the spectral forward characterization functions of a CRT monitor and a printer which are used to test the algorithms developed. The study first mathematically formulates the anaglyph phenomenon. Next, it gives a new ghosting definition which is used to derive objective functions that are used in the proposed algorithms. Besides those two algorithms, the study also introduces a test that checks the compatibility between a colored-filter glass pair and a color display device in term of the ghosting effect. The resulting rendered anaglyph images show that the ghosting effect is significantly reduced.
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Baletka, Tomáš. "Pokročilá segmentace obrazu pro 3D zobrazení". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219877.

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The thesis advanced image segmentation for 3D image deals with segmentation and anaglyph 3D views. In the theoretical part of the thesis describes the different approaches were used to image segmentation and closely related methods of image processing. In the following practical part was the implementation of selected methods and created user-friendly applications. The main objective of the program is to identify significant objects in the image. For the purpose of segmentation methods have been implemented based on k-means method, the method of contour and the growth of seeds. The program is created in Visual Studio 2008 and written in C + +. The input and output is the image in various formats (JPG, BMP, TIFF).
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Distasi, Matthew R. "The 3D characterization of the annulate lamellae : the development of a new methodology incorporating 3D-anaglyph techniques and serial transmission electron microscopy". Virtual Press, 2003. http://liblink.bsu.edu/uhtbin/catkey/1266020.

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Rodrigues, Felipe Maciel. "Reversão anaglífica em vídeos estereoscópicos". Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-12122016-110437/.

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A atenção voltada à produção de conteúdos 3D atualmente tem sido alta, grande parte devido à aceitação e à manifestação de interesse do público para esta tecnologia. Novas técnicas de captação e codificação e modos de reprodução de vídeos 3D, particularmente vídeos estereoscópicos, vêm surgindo ou sendo melhorados, visando aperfeiçoar e integrar esta nova tecnologia com a infraestrutura disponível. No entanto, em relação a avanços na área de codificação, nota-se a ausência de uma técnica compatível com mais de um método de visualização de vídeos estereoscópicos - para cada método de visualização há uma técnica de codificação diferente, o que inviabiliza ao usuário escolher o método que deseja visualizar o conteúdo. Uma abordagem para resolver este problema é desenvolver uma técnica genérica, isto é, uma técnica que seja independentemente do método de visualização, que através de parâmetros adequados, produza um vídeo estereoscópico sem perda significativa de qualidade ou a percepção de profundidade, que é a característica marcante desse tipo de conteúdo. O método proposto neste trabalho, chamado HaaRGlyph, transforma um vídeo esterescópico em um único fluxo contendo um anáglifo, codificado de modo especial. Esse fluxo além de ser compatível com o método de visualização anaglífica é também reversível à uma aproximação do par estéreo original, possibilitando a independência de visualização. Além disso, a HaaRGlyph atinge maiores taxas de compressão do que o trabalho relacionado.
Attention towards 3D content production has been currently high, mostly because of public acceptance and interest in this kind of technology. 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. An approach to tackle this problem 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 method proposed in this work, named HaaRGlyph, 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. Moreover, HaarGlyph achieves higher compression rates than related work.
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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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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/.

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A atenção voltada à produção de conteúdos 3D atualmente tem sido alta, em grande parte devido à aceitação e à manifestação de interesse do público para esta tecnologia. Isso reflete num maior investimento das indústrias cinematográfica, de televisores e de jogos visando trazer o 3D para suas produções e aparelhos, oferecendo modos diferentes de interação ao usuário. Com isso, novas técnicas de captura, codificação e modos de reprodução de vídeos 3D, em especial, os vídeos estereoscópicos, vêm surgindo ou sendo melhorados, visando aperfeiçoar e integrar esta nova tecnologia com a infraestrutura disponível. Entretanto, notam-se divergências nos avanços feitos no campo da codificação, com cada método de visualização estereoscópica utilizando uma técnica de codificação diferente. Isso leva ao problema da incompatibilidade entre métodos de visualização. Uma proposta é criar uma técnica que seja genérica, isto é, independente do método de visualização. Tal técnica, por meio de parâmetros adequados, codifica o vídeo estéreo sem nenhuma perda significativa tanto na qualidade quanto na percepção de profundidade, característica marcante nesse tipo de conteúdo. A técnica proposta, denominada RevGlyph, transforma um par estéreo de vídeos em um único fluxo anaglífico, especialmente codificado. Tal fluxo, além de ser compatível com o método anaglífico de visualização, é também reversível a uma aproximação do par estéreo original, garantindo a independência do método de visualização
Attention 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
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Hasmanda, Martin. "Zpracování stereoskopické videosekvence". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2010. http://www.nusl.cz/ntk/nusl-218288.

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The main goal of this master’s thesis was get up used methods for observation the stereoscopic scene with one couple of cameras and find out good solving for processing these resulting pictures for two-view and multiple-view autostereoscopic displays for three-dimensional perception. For methods for acquisition video was introduced two methods. They were method “Off-axis” with parallel camera axis and method “Toe in” with intersections axis. For fit method was choice the method named as “Off-axis“. It was not produces the vertical parallax and in detail was in this work described principle of this method. Further were describe principles off used methods for three-dimensional perception namely from the oldest method named anaglyph after methods for viewing at autostereoscopic displays. The Autostereoscopic displays were main goal of this thesis and so their principles were described in details. For production the result image for autostereoscopic displays was used generation intermediate images between left and right camera. Resulting videos were acquisition for testing scene in created in 3D studio Blender, where was possible setting system of cameras exactly parallel axis. Then were introduce principles processing video where was extract from the couple of cameras where were connected to PC for help digitizing card and next time with two web cameras. Here is not guaranteed exact parallel axis system. Therefore this work try for real cameras achieve exactly parallel axis system by the help of transformations of frames with stereo rectification. Stereo rectification was solving with OpenCV libraries and was used two methods. Both methods work from principles epipolar geometry that was described in this work also in detail. First method rectifies pictures on the basis fundamental matrix and found correspondences points in two images of the scene and second method rectifies pictures from knowledge intrinsic and extrinsic parameters of stereoscopic system of cameras. In the end of this work was described application for implementation introduced methods.
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Książki na temat "Anaglyph"

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Hanson, Dian. The Big Butt Book 3D: The anaglyph age of bumptious bottoms. Köln: TASCHEN, 2014.

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Anaglypta. London: Many Press, 1985.

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Sēmantōnē-Bournia, Eua. Anaskaphes Naxou: Hoi anaglyphoi pithoi. Athēnai: Hē en Athēnais Archaiologikē Hetaireia, 1990.

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Apostolopoulos, D. G. Anaglypha mias technēs nomikēs: Vyzantino dikaio kai metavyzantinē "nomothesia". Athēna: Ethniko Idryma Ereunōn, 1999.

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Nikolopoulos, Alexandros V. Anaglyphē ethnographia: Henas aiōnas Hellēnikou nomismatos, 1880-1980. Athēna: T. Pitsilos, 1991.

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Greece. Ypourgeion Politismou kai Epistemōn., red. Anaglyphes sarkophagoi kai epitaphies plakes tēs mesēs kai ysterēs vyzantinēs periodou stēn Ellada. Athēna: Tameio Archaiologikōn Porōn kai Apallotriōseōn, 1988.

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Stevens, Geoff. The Phrenology Of Anaglypta. Bluechrome Publishing, 2003.

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Części książek na temat "Anaglyph"

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Safonov, Ilia V., Ilya V. Kurilin, Michael N. Rychagov i Ekaterina V. Tolstaya. "Anaglyph Printing". W Adaptive Image Processing Algorithms for Printing, 279–93. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-6931-4_13.

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Templin, Krzysztof. "Stereo and Anaglyph Images". W Encyclopedia of Color Science and Technology, 1176–78. New York, NY: Springer New York, 2016. http://dx.doi.org/10.1007/978-1-4419-8071-7_172.

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Templin, Krzysztof. "Stereo and Anaglyph Images". W Encyclopedia of Color Science and Technology, 1–4. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-27851-8_172-1.

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Patana, Elena, Ilia Safonov i Michael Rychagov. "Adaptive Generation of Color Anaglyph". W Transactions on Computational Science XIX, 33–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39759-2_3.

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Bhasin, Rajesh, i Abhishek Kumar. "ProVis: An Anaglyph based Visualization Tool for Protein Molecules". W Proceedings of the First International Conference on Intelligent Human Computer Interaction, 147–55. New Delhi: Springer India, 2009. http://dx.doi.org/10.1007/978-81-8489-203-1_13.

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Dhaou, Dorra, Saoussen Ben Jabra i Ezzeddine Zagrouba. "An Efficient Anaglyph 3D Video Watermarking Approach Based on Hybrid Insertion". W Computer Analysis of Images and Patterns, 96–107. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29891-3_9.

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Deakyne, Alex J., Thomas Valenzuela i Paul A. Iaizzo. "Development of Anaglyph 3D Functionality for Cost-Effective Virtual Reality Anatomical Education". W Lecture Notes in Networks and Systems, 390–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80129-8_28.

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Deakyne, Alex J., Thomas Valenzuela i Paul A. Iaizzo. "Development of Anaglyph 3D Functionality for Cost-Effective Virtual Reality Anatomical Education". W Lecture Notes in Networks and Systems, 390–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80129-8_28.

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Luther, Wolfram, i Martin Ohsmann. "Anaglyphen". W Mathematische Grundlagen der Computergraphik, 187–96. Wiesbaden: Vieweg+Teubner Verlag, 1989. http://dx.doi.org/10.1007/978-3-322-83856-8_12.

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Luther, Wolfram, i Martion Ohsmann. "Anaglyphen". W Mathematische Grundlagen der Computergraphik, 187–95. Wiesbaden: Vieweg+Teubner Verlag, 1988. http://dx.doi.org/10.1007/978-3-663-00134-8_12.

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Streszczenia konferencji na temat "Anaglyph"

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Lin, Hong-Shiang, Chih-Lin Zheng, Yu-Hsun Lin i Ming Ouhyoung. "Optimized anaglyph colorization". W SIGGRAPH Asia 2012 Technical Briefs. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2407746.2407755.

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Dietz, Henry G. "Reprocessing anaglyph images". W IS&T/SPIE Electronic Imaging, redaktorzy Atilla M. Baskurt i Robert Sitnik. SPIE, 2012. http://dx.doi.org/10.1117/12.912212.

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Hattori, Tomohiko, Eiji Arita, Toshihisa Nakamura, Masaru Kurio i Sadayuki Sakuma. "New color anaglyph method". W Electronic Imaging '97, redaktorzy Scott S. Fisher, John O. Merritt i Mark T. Bolas. SPIE, 1997. http://dx.doi.org/10.1117/12.274465.

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Vozenilek, Vit, i Tomas Kralik. "Anaglyph videoanimations from oblique stereoimages". W Sixth International Conference on Graphic and Image Processing (ICGIP 2014), redaktorzy Yulin Wang, Xudong Jiang i David Zhang. SPIE, 2015. http://dx.doi.org/10.1117/12.2178918.

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Roo, Joan Sol, i Christian Richardt. "Temporally coherent video de-anaglyph". W ACM SIGGRAPH 2014 Talks. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2614106.2614125.

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Roo, Joan Sol, i Christian Richardt. "Temporally coherent video de-anaglyph". W ACM SIGGRAPH 2014 Posters. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2614217.2614232.

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Cho, Yong-Hun, In-Kwon Lee i Young-Bae Joo. "Anaglyph decomposition using disparity map". W ACM SIGGRAPH 2013 Posters. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503385.2503452.

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Geng, Yujie, Xueqing Li, WeiChen Guo i Liqin Wei. "High visual quality anaglyph production". W Fifth International Conference on Digital Image Processing, redaktorzy Yulin Wang i Xie Yi. SPIE, 2013. http://dx.doi.org/10.1117/12.2030619.

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Coltekin, Arzu. "Stereo-foveation for anaglyph imaging". W Electronic Imaging 2005, redaktorzy Andrew J. Woods, Mark T. Bolas, John O. Merritt i Ian E. McDowall. SPIE, 2005. http://dx.doi.org/10.1117/12.587982.

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Deakyne, Alex J., Erik Gaasedelen, Tinen Iles i Paul A. Iaizzo. "Development of Anaglyph 3D Functionality for Cost-Effective Virtual Reality Anatomical Education Tool". W 2020 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/dmd2020-9014.

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Streszczenie:
Abstract Virtual reality (VR) is becoming more widely available and accessible as a technology due to the affordability of cheap computing power. Thus, it has made it possible for virtual reality systems to capture audiences in industry and education, as well as for personal use. Currently, a major limitation of VR headsets is that the user’s vision is completely occluded, making it difficult for them to interact with others. This is problematic in an educational setting since it is difficult for the given instructor and students to have a shared learning experience. Here, we have developed anaglyph 3D functionalities into the Visible Heart® Laboratories anatomical virtual reality platform. These functionalities augment what is viewed by the virtual reality user with an anaglyph shader which in turn projects it to an external display. This allows a multitude of users to wear anaglyph “red/blue 3D glasses” and view the same anatomy as the VR instructor is viewing in 3D, but while preserving the important 3D anatomical spatial relationships.
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