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The FELIX 3D Display belongs to the class of volumetric displays using the swept volume technique. It is designed to display images created by standard CAD applications, which can be easily imported and interactively transformed i...
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The FELIX 3D Display belongs to the class of volumetric displays using the swept volume technique. It is designed to display images created by standard CAD applications, which can be easily imported and interactively transformed in real-time by the FELIX control software. The images are drawn on a spinning screen by acousto-optic, galvanometric or polygon mirror deflection units with integrated lasers and a color mixer. The modular design of the display enables the user to operate with several equal or different projection units in parallel and to use appropriate screens for the specific purpose. The FELIX 3D Display is a compact, light, extensible and easy to transport system. It mainly consists of inexpensive standard, off-the-shelf components for an easy implementation. This setup makes it a powerful and flexible tool to keep track with the rapid technological progress of today. Potential applications include imaging in the fields of entertainment, air traffic control, medical imaging, computer aided design as well as scientific data visualization. The FELIX 3D project team has evolved from a scientific working group of students and teachers at a normal High School in Germany. Despite minor funding resources within this non-commercial group considerable results have been achieved.
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This paper discusses our usability engineering process for the Battlefield Augmented Reality System (BARS). Usability engineering is a structured, iterative, stepwise development process. Like the related disciplines of software a...
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This paper discusses our usability engineering process for the Battlefield Augmented Reality System (BARS). Usability engineering is a structured, iterative, stepwise development process. Like the related disciplines of software and systems engineering, usability engineering is a combination of management principals and techniques, formal and semi-formal evaluation techniques, and computerized tools. BARS is an outdoor augmented reality system that displays heads-up battlefield intelligence information to a dismounted warrior. The paper discusses our general usability engineering process. We originally developed the process in the context of virtual reality applications, but in this work we are adapting the procedures to an augmented reality system. The focus of this paper is our work is on domain analysis, the first activity of the usability engineering process. We describe our plans for and our progress to date on our domain analysis for BARS. We give results in terms of a specific urban battlefield use case we have designed.
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It is clear from the literature that the majority of work in stereoscopic imaging is directed towards the development of modern stereoscopic displays. As costs come down, wider public interest in this technology is expected to inc...
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It is clear from the literature that the majority of work in stereoscopic imaging is directed towards the development of modern stereoscopic displays. As costs come down, wider public interest in this technology is expected to increase. This new technology would require new methods of image formation. Advances in stereo computer graphics will of course lead to the creation of new stereo computer games, graphics in films etc. However, the consumer would also like to see real-world stereoscopic images, pictures of family, holiday snaps etc. Such scenery would have wide ranges of depth to accommodate and would need also to cope with moving objects, such as cars, and in particular other people. Thus, the consumer acceptance of auto/stereoscopic displays and 3D in general would be greatly enhanced by the existence of a quality stereoscopic camera. This paper will cover an analysis of existing stereoscopic camera designs and show that they can be categorized into four different types, with inherent advantages and disadvantages. A recommendation is then made with regard to 3D consumer still and video photography. The paper will go on to discuss this recommendation and describe its advantages and how it can be realized in practice.
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Stereoscopic DVDs can now be created in many different formats including alternate image, for use with alternate image viewing devices such as alternate field and alternate frame type LCD glasses. DVD welcomes all forms of stereos...
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Stereoscopic DVDs can now be created in many different formats including alternate image, for use with alternate image viewing devices such as alternate field and alternate frame type LCD glasses. DVD welcomes all forms of stereoscopic content and provides a dynamic method for presentation as well as distribution. Because of its universal compatibility, there are specific standards and specifications that must be adhered to in preparing your content for DVD. Alternate field presentations are especially vulnerable to these compression schemes but encoders can be manipulated to maintain content integrity. The navigational capabilities of the DVD specification leave a tremendous amount of creative liberties. This freedom led to the development of the zDVD~(TM). The zDVD~(TM) is a DVD disc that allows the viewer to seamlessly switch between watching the program in standard 2D or stereoscopic 3D.
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A common artefact of time-sequential stereoscopic video displays is the presence of some image ghosting or crosstalk between the two eye views. In general this happens because of imperfect shuttering of the Liquid Crystal Shutter ...
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A common artefact of time-sequential stereoscopic video displays is the presence of some image ghosting or crosstalk between the two eye views. In general this happens because of imperfect shuttering of the Liquid Crystal Shutter (LCS) glasses used, and the afterglow of one image into another due to phosphor persistence. This paper describes a project that has measured and quantified these sources of image ghosting and developed a mathematical model of stereoscopic image ghosting. The primary parameters which have been measured for use in the model are: the spectral response of the red, green and blue phosphors for a wide range of monitors, the phosphor decay rate of same, and the transmission response of a wide range of LCS glasses. The model compares reasonably well with perceived image ghosting. This paper aims to provide the reader with an improved understanding of the mechanisms of stereoscopic image ghosting and to provide guidance in reducing image ghosting in time-sequential stereoscopic displays.
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This paper presents for the first time, a theory for obtaining the optimum pixel grouping for improving the coherence and the shadow cache in integral 3D ray-tracing in order to reduce execution time. A theoretical study of the nu...
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This paper presents for the first time, a theory for obtaining the optimum pixel grouping for improving the coherence and the shadow cache in integral 3D ray-tracing in order to reduce execution time. A theoretical study of the number of shadow cache hits with respect to the properties of the lenses and the shadow size and its location is discussed with analysis for three different styles of pixel grouping in order to obtain the optimum grouping. The first style traces rows of pixels in the horizontal direction, the second traces similar pixels in adjacent lenses in the horizontal direction, and the third traces columns of pixels in the vertical direction. The optimum grouping is a combination of all three dependant up on the number of cache hits in each. Experimental results show validation of the theory and tests on benchmark scenes show that up to a 37% improvement in execution time can be achieved by proper pixel grouping.
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The viewing zone of a multi-view autostereoscopic display can be shown to be completely determined by four parameters: the width of the screen, the optimal distance of the viewer from the screen, the width over which an image can ...
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The viewing zone of a multi-view autostereoscopic display can be shown to be completely determined by four parameters: the width of the screen, the optimal distance of the viewer from the screen, the width over which an image can be seen across the whole screen at this optimal distance (the "eye box" width), and the number of views. A multi-view display's viewing zone can thus be completely described without reference to the internal implementation of the device. These results can be used to determine what can be seen from any position in front of the display. This paper presents a summary of the equations derived in an earlier paper. These equations allow us to analyse an autostereoscopic display, as specified by the above parameters. We build on this work by using the derived equations to analyse the configurations of the extant models of the Cambridge autostereoscopic display: 10" 8- and 16-view, 25" 28-view, 50" 15-view displays and an experimental 25" 7-view display.
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Increasingly, binocular disparity has become commonplace in telepresence systems despite the additional cost of its provision. Experiments comparing performance under monocular and binocular viewing are often cited as justificatio...
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Increasingly, binocular disparity has become commonplace in telepresence systems despite the additional cost of its provision. Experiments comparing performance under monocular and binocular viewing are often cited as justification for its use. Here we question whether this experimental comparison and provide an important set of data which compares performance on a motor task under binocular, monocular and bi-ocular (where both eyes receive the same view) conditions. Binocular cues were found to be particularly important in the control of the transport component. In the binocular conditions peak velocity scaling with object distance was greater than in the other conditions, and in the bi-ocular condition, where the binocular distance cues conflicted with pictorial information, no scaling was evident. For the grasp component, even in the presence of conflicting size and depth information, grip scaling remained equivalent in all conditions. For the transport component at least, binocular cues appear important and the decrease in performance observed in behavioural studies under monocular conditions is not attributable to lack of information in one eye but rather to the lack of binocular depth cues. Therefore in the design of telepresence systems to be used in telemanipulation tasks, the use of stereoscopic display technology seems justified.
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The 3D display using super high-density multi-view images is expected as a display that enables to reproduce natural stereoscopic view. In this super multi-view display system, viewpoints are sampled at an interval narrower than t...
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The 3D display using super high-density multi-view images is expected as a display that enables to reproduce natural stereoscopic view. In this super multi-view display system, viewpoints are sampled at an interval narrower than the diameter of a pupil of an eye. With the parallax produced by the single eye, this system has a possibility to pull out the accommodation of an eye to an object image. This research aims at a real-tune view interpolation system for the super multi-view 3D display. We have developed an evaluation system. Multi-view images of the object are captured by multi-view camera by convergence capturing in order to prevent resolution degradation. The main processing of the data processing is view interpolation and rectification. View interpolation is implemented on a high-speed image processing board using DSP chips or SIMD parallel processor chips. As for the view interpolation algorithm, we adopted an adaptive filtering technique on EPI. By this technique, multi-view images are interpolated adaptively by the most suitable filters on the EPIs. Rectification is a preprocessing and changes the multi-view images of the multi-view camera in convergence capturing into the ones in parallel capturing. By using rectified multi-view images, it is enabled to attain improvement in the processing speed that the view interpolation processing should be performed in only horizontal line.
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Integral imaging is a technique capable of displaying images with continuous parallax in full natural colour. This paper presents a modified multi-baseline method for extracting depth information from unidirectional integral image...
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Integral imaging is a technique capable of displaying images with continuous parallax in full natural colour. This paper presents a modified multi-baseline method for extracting depth information from unidirectional integral images. The method involves first extracting sub-images from the integral image. A sub-image is constructed by extracting one pixel from each micro-lens rather than a macro-block of pixels corresponding to a micro-lens unit. A new mathematical expression giving the relationship between object depth and the corresponding sub-image pair displacement is derived by geometrically analyzing the three-dimensional image recording process. A correlation-based matching technique is used to find the disparity between two sub-images. In order to improve the disparity analysis, a modified multi-baseline technique where the baseline is defined as the distance between two corresponding pixels in different sub-images is adopted. The effectiveness of this modified multi-baseline technique in removing the mismatching caused by similar patterns in object scenes has been proven by analysis and experiment results. The developed depth extraction method is validated and applied to both photographic and computer generated unidirectional integral images. The depth estimation solution gives a precise description of object thickness with an error of less than 1.0% from the photographic image in the example.
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