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A Comparison of 3D Camera Tracking SoftwareMirpour, Sasha January 2008 (has links)
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.
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Pensar a liberdade em Slavoj Zizek: uma reflexÃo sobre ciÃncia, ontologia, subjetividade e polÃtica emancipatÃria / To think freedom in Slavoj Zizek: a reflection on science, ontology, subjectivity and emancipatory politicsFernando Facà de Assis Fonseca 30 July 2015 (has links)
CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior / O presente trabalho tematiza a ideia de emancipaÃÃo e liberdade para Zizek, um conceito de liberdade estritamente materialista e pÃs-metafÃsico. Se a Ãnfase, hoje, nos ideais do Esclarecimento (AufklÃrung) fornecidos pela modernidade à considerada um retrocesso diante de nossa realidade pÃs-moderna, Zizek encara o desafio de reintegrar tais princÃpios no cenÃrio filosÃfico atual de maneira muito singular. Seu mÃrito consiste fundamentalmente em abordar o cerne da questÃo contemporÃnea (no que tange à ciÃncia, ontologia, subjetividade e polÃtica) a partir dos ideais modernos que abrem a perspectiva de emancipaÃÃo e liberdade humana. Nosso trabalho tem, portanto, como tarefa explorar esse tema da liberdade nos tempos atuais, radicalizando, assim, o que Kant compreendia com o princÃpio da AufklÃrung, a saber, a saÃda do homem da minoridade, da qual ele mesmo à culpado. Nesse sentido, o tema serà dividido em quatro linhas temÃticas principais: i) ciÃncia e epistemologia, ii) ontologia, iii) subjetividade e iv) polÃtica emancipatÃria. No primeiro ponto à discutido o ideal de AufklÃrung para Zizek e como este se contrapÃe diretamente com a perspectiva de Habermas e seu projeto de uma modernidade inacabada. Para isso, tomamos como fio condutor a polÃmica sobre o tema da biogenÃtica, e, a partir daÃ, procuramos demonstrar como que a concepÃÃo de modernidade para Zizek à ainda mais radical do que a de Habermas. No segundo capÃtulo, procuramos desenvolver o modo como Zizek fundamenta a base ontolÃgica da liberdade a partir da passagem de Kant a Hegel. O foco à depositado na mudanÃa paralÃctica do obstÃculo epistemolÃgico, em Kant, para a sua condiÃÃo ontolÃgica positiva, em Hegel. Ou seja, o modo como Hegel radicaliza o pensamento kantiano a partir de uma torÃÃo dialÃtica puramente formal. No terceiro capÃtulo, a perspectiva da liberdade à deslocada agora para o campo da subjetividade, na relaÃÃo dialÃtica entre a Lei moral kantiana e o gozo sÃdico. Nesse sentido, procuro mostrar primeiramente como que Lacan articula Kant com Sade, para, em seguida, pensar como que o psicanalista procura uma saÃda para o princÃpio de liberdade kantiana a partir da Lei do desejo, o que nos permite pensar um Kant sem Sade. No quarto e Ãltimo capÃtulo, passo para uma discussÃo propriamente polÃtica, onde questiono como à possÃvel uma polÃtica verdadeiramente emancipatÃria, vinculada à ideia de luta de classe e ato polÃtico. Em cada ponto tratado, esforÃamo-nos por radicalizar o princÃpio de liberdade humana em sua base materialista. O interessante na abordagem do materialismo dialÃtico de Zizek à que, em momento algum, cabe substituir nossa realidade por outra melhor, mas apenas â e isso à o fundamental â radicalizar o que permanece in potentia na nossa. / The present work discusses the idea of emancipation and freedom for Zizek, a concept of freedom strictly materialist and post-metaphysical. If the emphasis today on the ideals of the Enlightenment (AufklÃrung) supplied by modernity is considered a step backwards before our reality post-modern, Zizek sees the challenge of reintegrating such principles in philosophical scenario today in a very special way. His merit consists basically to approach the kernel of the contemporary question (in terms of science, ontology, subjectivity and politics) from the ideal modern that opens up the prospect of emancipation and human freedom. Our work has, therefore, as task to explore this theme of freedom in current times, in what Kant understood with the principle of AufklÃrung, namely, the leaving of man of minority, of which he himself is guilty. In this sense, the theme will be divided into four main thematic areas: (i) science and epistemology, (ii) ontology, (iii) subjectivity and (iv) emancipatory politics. On the first point it is discussed the ideal of AufklÃrung for Zizek and how it contrasts directly with the perspective of Habermas and his project of a unfinished modernity. For this, we take as a guide the controversy on the subject of biogenetic, and, from then on, we look for to demonstrate as that the conception of modernity for Zizek is still more radical than that of Habermas. In the second chapter, we are seeking to develop how Zizek justifies the ontological basis of freedom from the passage from Kant to Hegel. The focus is deposited in the parallax shift of epistemological obstacle in Kant, for his positive ontological condition, in Hegel. That is, the way as Hegel radicalizes the Kantian thought from a twist purely formal dialectic. In the third chapter, the prospect of freedom is now shifted to the field of subjectivity, the dialectical relation between the Kantian moral Law and the sadistic enjoyment. In this direction, I look for to show first as that Lacan articulates Kant with Sade, then think about how that the psychoanalyst seeks an outlet for the principle of Kantian freedom from the Law of desire, which allows us to think a Kant without Sade. In the room and last chapter, step for a discussion properly politics, where I question as one truly emancipatory politics is possible, linked to the idea of class struggle and political act. In each treated point, we strive to radicalize the principle of human freedom in its materialistic basis. The interesting approach in the dialectical materialism of Zizek is that, at any time, it is replace our reality by another better, but only - and this is crucial - radicalize what remains in potentia in ours.
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A Study in 3D Structure Detection Implementing Forward Camera Motion, D.M.BAPPY, RAHMAN, MD HAMIDUR January 2012 (has links)
In this thesis we have studied detection of 3D structures having a forward camera movement which has strong influence of translation along the optical axis of the camera. During the forward movement the camera might undergoes rotation and translation .We have used “Plane plus Parallax” algorithm to cancel out this unwanted rotation. The input to the algorithm is a sequence of frames aligned with respect to a certain planar surface. The algorithm gives three types of outputs. (i) Dense correspondence across all frames. (ii) Dense 3D structure relative to the planar surface. (ii) Focus of Expansion (FOE) in all frames with respect to reference frame. Camera calibration is not needed for this algorithm. We have applied this algorithm to real world images and synthetic images. In both cases the 3D structure information could be obtained clearly even for objects far from the reference plane. Our result shows the potential of the method in 3D reconstruction implementing ego-motion of a single camera. / dm_aiub@yahoo.com 008801681006314
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Stereoscopy : Fooling the Brain into Believing There is Depth in a Flat ImageJohansson, Anders January 2009 (has links)
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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Metoder för förbättrad rumsuppfattning i körsimulatorer / Methods for improved visual perception in driving simulatorsAndersson Hultgren, Jonas January 2011 (has links)
Körsimulatorer är idag en mycket viktig resurs för att utföra studier med fokus på förarbeteende. Så väl full kontroll överscenario och miljö som kostnad och säkerhet är aspekter som gör det fördelaktigt att utföra simulatorstudier gentemotstudier i den riktiga trafiken. Ett problem med körsimulatorer är att bilden projiceras på en tvådimensionell skärm, vilket begränsar förarens förmåga attuppskatta avstånd och hastighet. Det är allmänt känt att avstånd och hastighet underskattas i körsimulatorer. Målet med examensarbetet var att hitta metoder som kan ge förbättrad avståndsbedömning i körsimulatorer och underprojektet implementerades och testades rörelseparallax samt skuggor, med största fokus på det förstnämnda. I slutet av projektet genomfördes ett simulatorförsök för att utvärdera effekten av rörelseparallax. Tio försökspersoner fickgöra två körningar vardera i VTI:s Simulator III-anläggning, den ena med rörelseparallax aktiverat och den andra meddetsamma inaktiverat. Scenariot som utspelade sig under körningarna innehöll ett flertal omkörningssituationer samt etthastighetsuppfattningstest. Resultaten från simulatorförsöket visade att försökspersonerna tenderade att placera sig längre från mittlinjen närrörelseparallax var aktiverat i de situationer som sikten skymdes av framförvarande fordon. / Today, driving simulators are a very important resource for conducting studies whichconcern driver behavior and perception. Full control of the scenario andenvironment, costs and safety are all factors which makes simulator studiespreferable over real world studies. One issue for driving simulators is that the image is projected onto a twodimensionalscreen, which limits the driver's ability to correctly estimate distanceand speed. It is commonly known that distance and velocity are underestimated indriving simulators. The goal of this thesis was to find methods that could lead to better distanceestimation in driving simulators and in this project motion parallax and shadowswere implemented and tested, focusing mainly on the former.At the end of the project, a simulator study was conducted to evaluate the effect ofmotion parallax. Ten participants made two runs each in VTI's Simulator III facility,one with motion parallax enabled and one with it disabled. The scenario that tookplace during the two runs consisted of several overtaking situations and a speedperception test. The results from the simulator study showed that the participants tended to positionthemselves farther from the road center line when motion parallax was active insituations when the field of view was obscured by preceding vehicles.
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Utvärdering av rörelseparallax i datorspel / Evaluation of motion parallax in computer gamesTran, Yen January 2010 (has links)
Det har tidigare pågått många experiment och examensarbeten inom ansikts- och ögondetektering och många är medvetna av detekteringsalgoritmernas existens men däremot är den parallaxeffekten inte lika vältalad trots att tredimensionell och djupupplevelse är vanlig för oss. Vad är parallax? Hur är det att implementera och använda det i datorspel? Syftet med detta projekt är att förstå den parallaxeffektens påverkan i datorspel och hur människor upplever det. Den parallaxeffekten som undersöks är en djupupplevelse som uppfattas när vi rör oss, till följd av skillnaden på bilden beroende av huvudets rörelse, vilket är rörelseparallax. Lösningsförslaget till projektet är att använda sig av webbkamera till att detektera och följa ansiktsrörelse och anpassar grafiken till det. Slutligen ska en användarstudie på upplevelsen ske med ungefär tio till tjugo personer. Förutom parallaxeffekten kommer även en jämförelse med den normala 3D och anaglyf att ingå i användarstudien, där den normala 3D innebär illustration av tredimensionellt föremål i en skärm. / Many experiments and theses have studied face and eye detection, because of that many are aware of their existence but on the other hand how many does know about parallax although we are surrounding by three-dimensional and depth perception. So what is parallax? How is it to implement and use it in computer games? The objective with this thesis is to understand how parallax effect will influence a human being by computer game and how we will perceive it. The parallax that been treated in this project is the depth perception which we perceive when we are moving; due to the disparity of the image depends on our movement, which is called motion parallax or only parallax. One solution plan is to use the webcam to detect and track the face of the user and adjusts the graphics to it. A user survey on the depth perception will carry out by about ten to twenty people. In addition to parallax there will also be a comparison with the normal 3D and anaglyph, where normal 3D means illustration of a three dimensional object in a screen.
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Binokulární vidění a výroba anaglyfů / Binocular vision and anaglyph productionŠvec, Martin January 2009 (has links)
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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Parallax Scrolling in a hedonic context : Does it influence the reader’s experience?Ilbratt, Cajsa-Stina January 2021 (has links)
This study examines to which extent parallax scrolling can influence the immersive experience in a hedonic context. Parallax scrolling is a technique that creates an illusion of depth which occurs when several layers of graphics move at different speeds. Research in the field advocates that parallax scrolling is most effective when it is used in a hedonic context. Hence the hypothesis for the study is that parallax scrolling will be perceived as being more immersive in the context of a web story than a non-parallax web story. The study was conducted using an A/B test where the results were analysed using a two-sample t-test. The t-test revealed no significant difference between the two groups in most aspects. However, an indication that could be seen was that the participants who had tested the parallax scrolling prototype felt more immersed in the story and thought that the web story conveyed a sense of depth opposite to those how tested the non-parallax prototype. Results of the study also showed that parallax technique could have a negative effect on the user experience when it was not well executed. But further research with a lager sample is needed to determine a more conclusive result. KeywordsParallax Scrolling,
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A terroir of terroir (or, a brief history of design-places).Blythe, Richard John, n/a January 2009 (has links)
This PhD provides insight into designing. It offers a view on the nature and structures of design research proposing that design research occurs within the activity of designing. As a case study, the PhD provides an internal view of the emergent design process of a collaborative architecture design practice terroir. It proposes a way, (the 'design-place'), in which design by collaboration operates within complex and often contradictory contexts. The thesis deals with questions of design in a contemporary, cosmopolitan condition and proposes that within such a condition design is an ethical endeavour. A key underlying proposition of the thesis is that architecture is fundamentally a critical activity. The PhD concludes by demonstrating through design projects how terroir has explored these questions in producing designs that operate at the level of personal and subjective experience in opening up a public, cosmopolitan realm.
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Moving Object Detction In 2d And 3d ScenesSirtkaya, Salim 01 September 2004 (has links) (PDF)
This thesis describes the theoretical bases, development and testing of an integrated moving object detection framework in 2D and 3D scenes. The detection problem is analyzed in stationary and non-stationary camera sequences and different algorithms are developed for each case. Two methods are proposed in stationary camera sequences: background extraction followed by differencing and thresholding, and motion detection using optical flow field calculated by &ldquo / Kanade-Lucas Feature Tracker&rdquo / . For non-stationary camera sequences, different algorithms are developed based on the scene structure and camera motion characteristics. In planar scenes where the scene is flat or distant from the camera and/or when camera makes rotations only, a method is proposed that uses 2D parametric registration based on affine parameters of the dominant plane for independently moving object detection. A modified version of the 2D parametric registration approach is used when the scene is not planar but consists of a few number of planes at different depths, and camera makes translational motion. Optical flow field segmentation and sequential registration are the key points for this case. For 3D scenes, where the depth variation within the scene is high, a parallax rigidity based approach is developed for moving object detection.
All these algorithms are integrated to form a unified independently moving object detector that works in stationary and non-stationary camera sequences and with different scene and camera motion structures. Optical flow field estimation and segmentation is used for this purpose.
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