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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Image Stitching: Handling Parallax, Stereopsis, and Video

Zhang, Fan 07 November 2016 (has links)
Panorama stitching increases the field of view in an image by assembling multiple views together. Traditional stitching techniques are proven to be effective only when dealing with parallax-free monocular images. Many challenges that remain unsolved in the stitching research area include how to stitch monocular images with large parallax, how to stitch stereoscopic images to maintain their stereoscopic consistency and original disparity distribution, and how to create panoramic videos with temporally coherent content. To provide more powerful stitching techniques with more universality, we first develop a parallax-tolerant image stitching technique. With the help of it, we then effectively extend the stitching techniques into the stereoscopic image and the video domain to assist users easily making stereoscopic panoramas and video panoramas. In this dissertation, we first introduce a parallax-tolerant stitching method, which is a local stitching method to stitch monocular images with large parallax. This method is based on the observation that input images do not need to be perfectly aligned over the whole overlapping region for stitching. Instead, they only need to be aligned in a way that there exists a local region where they can be seamlessly blended together. We develop a randomized algorithm to search for a local homography, which, combined with content-preserving warping, allows for optimal stitching. Our experiments show that our method can effectively stitch images with large parallax that are difficult for existing methods. After studying the problem of regular 2D image stitching, we continue to research 3D image stitching in this dissertation. In particular, we develop a technique for stitching stereoscopic panoramas from stereo images casually taken using a stereo camera. Stereoscopic image stitching needs to address three challenges: how to deal with parallax, how to stitch the left- and right-view panorama consistently, and how to take care of disparity during stitching. We address these challenges by first stitching the left images with the parallax-tolerant image stitching method to create an artifact-free left view panorama, then stitching the disparity maps with disparity optimization, finally warping and stitching the right images according to the stitched disparity map and the left view panorama. Experiment results show that our technique allows for easy production of high quality stereoscopic panoramas that deliver a pleasant stereoscopic 3D viewing experience. With the 3D image stitching problem addressed, we further study a more complex and challenging task of video stitching. We contribute two video stitching techniques, namely the motion map guided video stitching and the feature trajectory guided video stitching. Our techniques stitch pre-synchronized videos captured from a fixed or hand-held camera array which contains multiple cameras with fixed inter-camera configurations. One unique challenge for video stitching is how to maintain temporal coherence. To address this problem, we propose to consistently stitch frames with the guidance of the target camera motion path. In particular, we develop two techniques using dense motion maps and sparse motion vectors to compute the target camera motion path. Afterwards, we warp and stitch frames according to the target camera motion path to create panoramic videos with temporal coherence. Experiments show that our methods can improve the overall panoramic video stitching quality compared with existing methods.
22

Sharpening The Tools of Gravitational Microlensing

Poindexter, Shawn David January 2009 (has links)
No description available.
23

Image Segmentation and Range Estimation Using a Moving-aperture Lens

Subramanian, Anbumani 07 May 2001 (has links)
Given 2D images, it still remains a big challenge in the field of computer vision to group the image points into logical objects (segmentation) and to determine the locations in the scene (range estimation). Despite the decades of research, a single solution is yet to be found. Through our research we have demonstrated that a possible solution is to use moving aperture lens. This lens has the effect of introducing small, repeating movements of the camera center so that objects appear to translate in the image, by an amount that depends on distance from the plane of focus. Our novel method employs optical flow techniques to an image sequence, captured using a video camera with a moving aperture lens. For a stationary scene, optical flow magnitudes and direction are directly related to the three-dimensional object distance and location from the observer. Exploiting this information, we have successfully extracted objects at different depths and estimated the locations of objects in the scene, with respect to the plane of focus. Our work therefore demonstrates an ability for passive range estimation, without emitting any energy in an environment. Other potential applications include video compression, 3D video broadcast, teleconferencing and autonomous vehicle navigation. / Master of Science
24

Stereoskopisk 3D i spel / Stereoscopic 3D in games

Lindström, David, Bennet, Henning January 2015 (has links)
I den här rapporten undersöks stereoskopisk 3D. Vi utreder hur ett spel ska anpassas för att tafram en så bra och tydlig stereoskopisk 3D-effekt som möjligt och så att betraktaren upplever etttydligt djup utan att uppleva ett obehag på grund av effekten. Rapporten tittar djupare på vilkatekniska aspekter man behöver ta hänsyn till vid spelutveckling i stereoskopisk 3D. Samt vilkaprestandabegränsningar som man bör ta hänsyn till vid stereoskopisk 3D. Vi beskriver hurprocessen och framtagandet av prototypen Kodo med anaglyfisk stereoskopisk 3D såg ut.Prototypen togs fram för att testa och analysera resultatet av stereoskopisk 3D-effekten. / In this report we investigate the technique of stereoscopic 3D. This report investigates the stepsneeded to create a game adapted for an improved stereoscopic 3D effect. Furthermore weinvestigate what improvements one should make to avoid the beholder to experience anydiscomfort due to the effect. The report talks about technical aspects one needs to considerwhen using stereoscopic 3D, as well as performance issues we might need to take intoconsideration. The process of developing the prototype of the game Kodo using anaglyphstereoscopic 3D and OpenGL is described in this report. The prototype was then used for testingand analyzing the stereoscopic 3D effects.
25

Statická analýza programů v C# / Static analysis of C# programs

Malý, Petr January 2014 (has links)
The goal of this diploma thesis is to study and implement selected methods of static code analysis for C# programs translated into the Common Intermediate Language. The results of this work are integrated into the ParallaX Development Environment system. This diploma thesis focuses on Structural, Points-to and Dependence. analysis. Powered by TCPDF (www.tcpdf.org)
26

Stereoscopy : Fooling the Brain into Believing There is Depth in a Flat Image

Johansson, Anders January 2009 (has links)
<p>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.</p>
27

A Comparison of 3D Camera Tracking Software

Mirpour, Sasha January 2008 (has links)
<p>In the past decade computer generated images have become widely used in the visual effects industry. One of the main reasons is being able to seamlessly blend three dimensional (3D) animation with live-action footage. In this study, different 3D camera tracking software (also referred to as matchmoving) is compared focusing on workflow, user-friendly system, and quality of production.</p>
28

Simulation supported training in oral radiology : methods and impact on interpretative skill

Nilsson, Tore January 2007 (has links)
Simulation is an important tool when training is hazardous, time consuming, or expensive. Simulation can also be used to enhance reality by adding features normally not available in the real world. The aim with this work has been to develop and evaluate methods that could improve learning in oral radiology utilising a radiation-free simulator environment. Virtual reality software for radiographic examinations was developed. The virtual environment consisted of a model of a patient, an x-ray machine, and a film. Simulated radiographic images of the patient model could be rendered as perspective projections based on the relative position between the individual models. The software was incorporated in an oral radiology simulator with a training program for interpretation of spatial relations in radiographs. Projection geometry was validated by comparing length dimensions in simulated radiographs with the corresponding theoretically calculated distances. The results showed that projection error in the simulated images never exceeded 0.5 mm. Dental students participated in studies on skill in interpreting spatial information in radiographs utilising parallax. Conventional and simulator based training methods were used. Training lasted for 90 minutes. Skill in interpreting spatial information was assessed with a proficiency test before training, immediately after training, and eight months after training. Visual-spatial ability was assessed with mental rotations test, version A (MRT-A). Regression analysis revealed a significant (P&lt;0.01) association between visual-spatial ability and proficiency test results after training. At simulator training, proficiency test results immediately after training were significantly higher than before training (P&lt;0.01). Among students with low MTR-A scores, improvement after simulator training was higher than after conventional training. Eight months after simulator training proficiency test results were lower than immediately after training. The test results were, however, still higher than before training. In conclusion, the simulation software produces simulated radiographs of high geometric accuracy. Acquisition of skill to interpret spatial relations in radiographs is facilitated for individuals with high visual-spatial ability. Simulator training improves acquisition of interpretative skill and is especially beneficial for individuals with low visual-spatial ability. The results indicate that radiology simulation can be an effective training method.
29

Prosodic Writing with 2D- and 3D-fonts: An approach to integrate pronunciation in writing systems

Rude, Markus 28 October 2013 (has links)
No description available.
30

Bodies in Parallax: Reframing the Cultural Experience of Miami Beach

Azadeh, Amir January 2013 (has links)
Parallax is integral to the conception of movement in modern architectural space. This research examines the role of architectural parallax in creating dynamic spaces that champion the primacy of perception to reinforce a conceptual narrative. The study is contextualized in the cinematic context of Miami Beach to understand the dynamic quality of its public spaces. An analysis of these spaces studies the role of parallax in reinforcing the city???s scopophiliac meta-narrative of Seeing and being Seen. A final design project is situated within the shifting sociocultural context of Miami Beach today as it strives to reinvent itself into a cultural destination for the high Arts. The chosen site is a historically significant site that has remained as a municipal parking lot for over 70 years, and may not be developed for commercial purposes. The design proposes Collins Cultural Center that draws from the exhibitionist Beach culture of the city and fuses it with the high Arts culture. The aim is to use parallax as an architectural strategy to create a dynamic space for cultural production and exchange. Reframing the cultural imagination of residents and visitors fuels Miami Beach???s momentum towards becoming a future cultural destination for the Arts.

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