41 |
From dense photometric stereo to interactive 3D markup /Wu, Tai-Pang. January 2007 (has links)
Thesis (Ph.D.)--Hong Kong University of Science and Technology, 2007. / Includes bibliographical references (leaves 82-87). Also available in electronic version.
|
42 |
Large Worlds/Small Places: Critical Cosmopolitanism and Stereoscopic Vision in the Global Postcolonial NovelKarajayerlian, Asdghig 06 July 2010 (has links)
No description available.
|
43 |
The Omnidirectional Acquisition of Stereoscopic Images of Dynamic ScenesGurrieri, Luis E. 16 April 2014 (has links)
This thesis analyzes the problem of acquiring stereoscopic images in all gazing directions
around a reference viewpoint in space with the purpose of creating stereoscopic panoramas
of non-static scenes. The generation of immersive stereoscopic imagery suitable to stimulate
human stereopsis requires images from two distinct viewpoints with horizontal parallax in
all gazing directions, or to be able to simulate this situation in the generated imagery. The
available techniques to produce omnistereoscopic imagery for human viewing are not suitable
to capture dynamic scenes stereoscopically. This is a not trivial problem when considering
acquiring the entire scene at once while avoiding self-occlusion between multiple cameras.
In this thesis, the term omnidirectional refers to all possible gazing directions in azimuth
and a limited set of directions in elevation. The acquisition of dynamic scenes restricts the
problem to those techniques suitable for collecting in one simultaneous exposure all the necessary visual information to recreate stereoscopic imagery in arbitrary gazing directions.
The analysis of the problem starts by defining an omnistereoscopic viewing model for
the physical magnitude to be measured by a panoramic image sensor intended to produce
stereoscopic imagery for human viewing. Based on this model, a novel acquisition model is
proposed, which is suitable to describe the omnistereoscopic techniques based on horizontal stereo. From this acquisition model, an acquisition method based on multiple cameras
combined with the rendering by mosaicking of partially overlapped stereoscopic images is
identified as a good candidate to produce omnistereoscopic imagery of dynamic scenes.
Experimental acquisition and rendering tests were performed for different multiple-camera
configurations. Furthermore, a mosaicking criterion between partially overlapped stereoscopic
images based on the continuity of the perceived depth and the prediction of the location and
magnitude of unwanted vertical disparities in the final stereoscopic panorama are two main
contributions of this thesis. In addition, two novel omnistereoscopic acquisition and rendering
techniques were introduced.
The main contributions to this field are to propose a general model for the acquisition of
omnistereoscopic imagery, to devise novel methods to produce omnistereoscopic imagery, and
more importantly, to contribute to the awareness of the problem of acquiring dynamic scenes
within the scope of omnistereoscopic research.
|
44 |
The Omnidirectional Acquisition of Stereoscopic Images of Dynamic ScenesGurrieri, Luis E. January 2014 (has links)
This thesis analyzes the problem of acquiring stereoscopic images in all gazing directions
around a reference viewpoint in space with the purpose of creating stereoscopic panoramas
of non-static scenes. The generation of immersive stereoscopic imagery suitable to stimulate
human stereopsis requires images from two distinct viewpoints with horizontal parallax in
all gazing directions, or to be able to simulate this situation in the generated imagery. The
available techniques to produce omnistereoscopic imagery for human viewing are not suitable
to capture dynamic scenes stereoscopically. This is a not trivial problem when considering
acquiring the entire scene at once while avoiding self-occlusion between multiple cameras.
In this thesis, the term omnidirectional refers to all possible gazing directions in azimuth
and a limited set of directions in elevation. The acquisition of dynamic scenes restricts the
problem to those techniques suitable for collecting in one simultaneous exposure all the necessary visual information to recreate stereoscopic imagery in arbitrary gazing directions.
The analysis of the problem starts by defining an omnistereoscopic viewing model for
the physical magnitude to be measured by a panoramic image sensor intended to produce
stereoscopic imagery for human viewing. Based on this model, a novel acquisition model is
proposed, which is suitable to describe the omnistereoscopic techniques based on horizontal stereo. From this acquisition model, an acquisition method based on multiple cameras
combined with the rendering by mosaicking of partially overlapped stereoscopic images is
identified as a good candidate to produce omnistereoscopic imagery of dynamic scenes.
Experimental acquisition and rendering tests were performed for different multiple-camera
configurations. Furthermore, a mosaicking criterion between partially overlapped stereoscopic
images based on the continuity of the perceived depth and the prediction of the location and
magnitude of unwanted vertical disparities in the final stereoscopic panorama are two main
contributions of this thesis. In addition, two novel omnistereoscopic acquisition and rendering
techniques were introduced.
The main contributions to this field are to propose a general model for the acquisition of
omnistereoscopic imagery, to devise novel methods to produce omnistereoscopic imagery, and
more importantly, to contribute to the awareness of the problem of acquiring dynamic scenes
within the scope of omnistereoscopic research.
|
45 |
[en] A MODEL FOR STEREOSCOPIC VISUALIZATION THROUGH WEBCAMS / [pt] UM MODELO PARA VISUALIZAÇÃO ESTEREOSCÓPICA UTILIZANDO WEBCAMSANTONIA LUCINELMA PESSOA ALBUQUERQUE 01 December 2006 (has links)
[pt] As comunicações à distância estão crescendo
consideravelmente pelo uso de
aplicações através da Internet e de ambientes virtuais.
Interaçõoes sociais
e pessoais têm recebido especial enfoque, sobretudo a
videoconferência,
acarretando uma grande demanda de tecnologia apropriada
para esses
sistemas. Resultados de pesquisas em Presença, alguns
deles obtidos nesta
tese, permitiram inferir os quatro pilares da proposta:
1.
visualização é
muito importante nas interações sociais/pessoais; 2.
tecnologia simples pode
promover presença social; 3. imagens de câmera são mais
satisfatórias do que
avatares para algumas interações sociais/pessoais; 4.
estereoscopia influência
presença positivamente. Sob a restrição de usar
tecnologia
simples e de baixo
custo, a tese propõe o uso de visualização estereoscópica
para webcams, em
tempo real. Porque webcams são equipamentos simples com
baixa resolução
de imagem, a obtenção de um estéreo com qualidade torna-
se
um desafio.
Partindo do princípio que o olho humano não se comporta
da
mesma forma
para ver de perto e de longe, a pesquisa analisou o
processamento de estéreo
natural do olho humano, e com base em resultados
psicofísicos e fisiológicos
da visão binocular, a tese propõe um modelo para o
processamento de
imagens estereoscópicas a serem visualizadas em curta
distância, e usa
este modelo na implementação apresentada. Os resultados
obtidos foram
satisfatórios para a visualização de imagens estéreo com
webcams, em tempo
real, e principalmente, eliminaram a necessidade de
reajuste de paralaxe
das imagens e do reposicionamento das câmeras a cada
movimentação do
observador, dando assim mais liberdade de visualização ao
observador. / [en] The improvement of communication among remotely located
people constitutes
a very comprehensive prominent subject nowadays. Among
applications
to attain this goal, some aim to support social and
personal interactions
to meet partners, friends and family in distance. Presence
research
results, some obtained as part of this thesis, allowed to
infer the four pillars
of the proposal: 1. visualization is very important in
social/personal
interactions, mainly when people have close
social/personal relationship; 2.
simple technology can afford social presence; 3. camera
images are more
satisfactory than avatars during some social/personal
interactions; 4. stereoscopy
influences presence positively. Under the constraint of
using simple
technology without adding any special hardware to a PC
system, the thesis
proposes the use of stereoscopy through webcams, in real-
time, as one
solution to add 3D features to camera images. Since
webcams are simple
equipments with low resolution, to obtain stereo images in
good quality
is a challenge. Considering the fact that human eyes treat
short and long
distance in a different way, this research analysed the
natural stereo processing
of human eye, and based on psychophysical and
physiological features of
binocular vision, the thesis proposes a model to process
stereoscopic images
to be visualized in short distance, and implemented it as
a proof of concept.
The obtained results are satisfactory for stereoscopic
images visualization
through webcams, in real-time, and mainly, eliminated the
need of adjusting
images parallax and cameras position for each viewer´s
movement, allowing
more freedom to the viewer.
|
46 |
Multi-Person Infrared Pupil Tracking for 3D TV without GlassesAtan, Levent January 2012 (has links)
The success of recent 3-D stereoscopic movies such as Avatar has created a lot of attention for 3-D in the home. Almost all major consumer electronics (CE) manufacturers have launched their 3-D stereoscopic displays in the market. A problem with those solutions is that viewers have to wear glasses. Glasses-free autostereoscopic 3-D displays typically use lenticular lenses or barriers to create multiple views. However these displays suffer from a number of issues: inverted views at viewing cone transitions, cross-talk between views, and need for multi-view content. As Philips Electronics research group, we believe that some of these issues can be reduced by using pupil tracking. In the research process, we began with an extensive literature study on people detection and tracking techniques that helped us to understand the benefits and the shortcomings of different applications. Addition to literature studies, we greatly benefited from constant experimentation with prototypes and the hands-on experience with variety of digital and optical components under different conditions. As a result, we designed a multi-person infrared pupil tracker and multi-view renderer for 3D display to adapt the view rendering in real-time according to viewer’s position. Together with the integration of these two applications, the integrated 3D TV successfully adapts the center view according to position of the viewer and able to provide a smooth transition while the viewer actively changes her position from a notable distance under ambient illumination. However, even though the pupil tracker is implemented for multiple people, because of the time limitation and the complexity of the problem regarding multi-view renderer, the integrated system functions only for one person. Exploring the employed technique, in-depth description and detailed illustration of designed applications and the conclusions drawn from the implemented system; we believe that this paper forms a substantial guidance and show-how source for further research in the field of 3D display and people tracking methods.
|
47 |
Stereoskopické promítání / Stereoscopic projectionVlachová, Jana January 2012 (has links)
Title: Stereoscopic Projection Author: Jana Vlachová Department: Department of Mathematics Education Supervisor: RNDr. Jana Hromadová, Ph.D. Supervisor's e-mail address: Jana.Hromadova@mff.cuni.cz Abstract: This graduation thesis deals with a special case of a double-central projection - the stereoscopic projection, whereas the position of the centres of projection and the projection plane is adjusted to the conditions of the human vision. The thesis introduces a brief historical development of the imaging and the stereoscopy itself, basic biological and optical characteristics of a human eye and vision and the principles of stereoscopic projection. Furthermore it occupies with the procedures of making stereoscopic drawings and photographs along with the methods of their observation and creating some necessary tools using generally available materials. The end of this thesis is devoted to the possibilities of not only practical usage of the stereoscopy, but mainly of its application in the descriptive geometry teaching. The thesis includes many stereoscopic pictures, some of them are viewable with the lens- glasses or the anaglyph-glasses accompanied in the end of this thesis. Keywords: double-central projection, stereoscopic projection, anaglyph
|
48 |
Um modelo de avaliacão da percepção de tridimensionalidade para sistemas de realidade virtual estereoscópicos / An evaluation model of three-dimensionality perception for virtual reality stereoscopic systemsSilva, Sahra Karolina Gomes e 14 December 2016 (has links)
Ambientes virtuais tridimensionais imersivos são frequentemente utilizados como apoio às estratégias de treinamento ou educação conduzidas em ambientes reais. Técnicas estereoscópicas como as de anaglifos, obturação e polarização da luz são recursos que oferecem a sensação de imersão nesses ambientes virtuais. É crescente o interesse em pesquisas acerca de como os humanos percebem o espaço e interagem em ambientes virtuais, investigando como componentes de sistemas imersivos afetam a percepção humana. Essa percepção é importante para várias tarefas, como mover objetos e identificar estruturas, que requerem a interpretação e entendimento das informações do espaço. Apesar de tal interesse, não são encontrados na literatura modelos de mensuração de tal percepção. Este cenário constitui um desafio no que concerne à necessidade de criação de modelos para mensurar, independentemente da aplicação, a percepção da tridimensionalidade proporcionada pelas técnicas estereoscópicas citadas. Este projeto de mestrado define, implementa e valida um modelo extensível capaz de avaliar a percepção da tridimensionalidade em sistemas de realidade virtual estereoscópicos no contexto de ambientes que envolvem interação com manipulação de objetos. O escopo da presente pesquisa foi definido mediante a realização de uma Revisão Sistemática, que identificou métodos e parâmetros utilizados na avaliação de ambientes estereoscópicos. Para atingir os objetivos deste trabalho, foram conduzidos experimentos que serviram de base para a definição do modelo. Os resultados dos experimentos indicaram que o modelo elaborado é capaz de compor um veredicto sobre a percepção de tridimensionalidade fornecida por uma técnica, assim como auxiliar na tomada de decisões acerca da utilização de técnicas estereoscópicas em sistemas de RV / Three-Dimensional immersive virtual environments are often used as support for training strategies or education conducted in real environments. Stereoscopic techniques such as anaglyph, shutter glasses and polarized glasses can offer a sense of immersion in these virtual environments. There is a growing interest in research how humans perceive space and interact in virtual environments, investigating how components of immersive systems affect different understanding of space in virtual reality systems. This perception is important for various tasks, such as moving objects and identify structures that require interpretation and understanding of space information. This scenario is a challenge regarding the establishment of models to measure, independently of the application, the perception of three-dimensionality provided by the stereoscopic techniques cited. This master project defines and validates an extensible model able to evaluate the three-dimensionality perception in different virtual reality systems with stereoscopy that involves objects manipulation. The scope of this study was defined with a systematic review that identified methods and parameters used to assess stereoscopic environments. To achieve the objectives of this study, experiments was conducted as the basis to define the model. The results of the experiments indicated that the model developed is able to set a verdict about three-dimensionality perception provided by a stereoscopic technique and assist decision-making regarding the use of stereoscopic techniques in VR systems
|
49 |
Um modelo de avaliacão da percepção de tridimensionalidade para sistemas de realidade virtual estereoscópicos / An evaluation model of three-dimensionality perception for virtual reality stereoscopic systemsSahra Karolina Gomes e Silva 14 December 2016 (has links)
Ambientes virtuais tridimensionais imersivos são frequentemente utilizados como apoio às estratégias de treinamento ou educação conduzidas em ambientes reais. Técnicas estereoscópicas como as de anaglifos, obturação e polarização da luz são recursos que oferecem a sensação de imersão nesses ambientes virtuais. É crescente o interesse em pesquisas acerca de como os humanos percebem o espaço e interagem em ambientes virtuais, investigando como componentes de sistemas imersivos afetam a percepção humana. Essa percepção é importante para várias tarefas, como mover objetos e identificar estruturas, que requerem a interpretação e entendimento das informações do espaço. Apesar de tal interesse, não são encontrados na literatura modelos de mensuração de tal percepção. Este cenário constitui um desafio no que concerne à necessidade de criação de modelos para mensurar, independentemente da aplicação, a percepção da tridimensionalidade proporcionada pelas técnicas estereoscópicas citadas. Este projeto de mestrado define, implementa e valida um modelo extensível capaz de avaliar a percepção da tridimensionalidade em sistemas de realidade virtual estereoscópicos no contexto de ambientes que envolvem interação com manipulação de objetos. O escopo da presente pesquisa foi definido mediante a realização de uma Revisão Sistemática, que identificou métodos e parâmetros utilizados na avaliação de ambientes estereoscópicos. Para atingir os objetivos deste trabalho, foram conduzidos experimentos que serviram de base para a definição do modelo. Os resultados dos experimentos indicaram que o modelo elaborado é capaz de compor um veredicto sobre a percepção de tridimensionalidade fornecida por uma técnica, assim como auxiliar na tomada de decisões acerca da utilização de técnicas estereoscópicas em sistemas de RV / Three-Dimensional immersive virtual environments are often used as support for training strategies or education conducted in real environments. Stereoscopic techniques such as anaglyph, shutter glasses and polarized glasses can offer a sense of immersion in these virtual environments. There is a growing interest in research how humans perceive space and interact in virtual environments, investigating how components of immersive systems affect different understanding of space in virtual reality systems. This perception is important for various tasks, such as moving objects and identify structures that require interpretation and understanding of space information. This scenario is a challenge regarding the establishment of models to measure, independently of the application, the perception of three-dimensionality provided by the stereoscopic techniques cited. This master project defines and validates an extensible model able to evaluate the three-dimensionality perception in different virtual reality systems with stereoscopy that involves objects manipulation. The scope of this study was defined with a systematic review that identified methods and parameters used to assess stereoscopic environments. To achieve the objectives of this study, experiments was conducted as the basis to define the model. The results of the experiments indicated that the model developed is able to set a verdict about three-dimensionality perception provided by a stereoscopic technique and assist decision-making regarding the use of stereoscopic techniques in VR systems
|
50 |
Narrativa tridimensional: uma investigação sobre a linguagem 3D estereoscópica / Three-dimensional narrative. An analysis of stereocopic 3D languageLuzzi, Grace Maria Martins da Silva 25 April 2014 (has links)
A partir da investigação de elementos que remontam o passado de técnicas de ilusão e imersão na arte da representação da imagem, bem como teorias que condicionam a existência de uma linguagem audiovisual própria, este trabalho tem o objetivo de analisar e identificar a existência de uma linguagem própria pertinente à estereoscopia. A pesquisa toma como ponto de análise estereoscópica o filme Coraline [2009] de Henry Selick, uma animação stop motion, concebida e lançada nos cinemas 3D estereoscópicos / Through an investigation of the history of techniques of illusion and immersion in popular art and entertainment, as well as theories that determine the existence of a distinct visual language, this work aims to analyse and identify the existence of a unique narrative language exclusive to 3-D stereoscopic film-making. The research takes as its point of stereoscopic analysis the stop-motion animation movie Coraline (2009, Henry Selick) designed and launched in cinemas using the stereoscopic technique.
|
Page generated in 0.3117 seconds