6 resultados para autostereoscopic


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We present a novel stereo-to-multiview video conversion method for glasses-free multiview displays. Different from previous stereo-to-multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scene's artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two-step mapping algorithm, where we (i) compress the scene depth using a non-linear global function to the depth range of an autostereoscopic display and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension.

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In recent years, many experimental and theoretical research groups worldwide have actively worked on demonstrating the use of liquid crystals (LCs) as adaptive lenses for image generation, waveform shaping, and non-mechanical focusing applications. In particular, important achievements have concerned the development of alternative solutions for 3D vision. This work focuses on the design and evaluation of the electro-optic response of a LC-based 2D/3D autostereoscopic display prototype. A strategy for achieving 2D/3D vision has been implemented with a cylindrical LC lens array placed in front of a display; this array acts as a lenticular sheet with a tunable focal length by electrically controlling the birefringence. The performance of the 2D/3D device was evaluated in terms of the angular luminance, image deflection, crosstalk, and 3D contrast within a simulated environment. These measurements were performed with characterization equipment for autostereoscopic 3D displays (angular resolution of 0.03 ).

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Die stereoskopische 3-D-Darstellung beruht auf der naturgetreuen Präsentation verschiedener Perspektiven für das rechte und linke Auge. Sie erlangt in der Medizin, der Architektur, im Design sowie bei Computerspielen und im Kino, zukünftig möglicherweise auch im Fernsehen, eine immer größere Bedeutung. 3-D-Displays dienen der zusätzlichen Wiedergabe der räumlichen Tiefe und lassen sich grob in die vier Gruppen Stereoskope und Head-mounted-Displays, Brillensysteme, autostereoskopische Displays sowie echte 3-D-Displays einteilen. Darunter besitzt der autostereoskopische Ansatz ohne Brillen, bei dem N≥2 Perspektiven genutzt werden, ein hohes Potenzial. Die beste Qualität in dieser Gruppe kann mit der Methode der Integral Photography, die sowohl horizontale als auch vertikale Parallaxe kodiert, erreicht werden. Allerdings ist das Verfahren sehr aufwendig und wird deshalb wenig genutzt. Den besten Kompromiss zwischen Leistung und Preis bieten präzise gefertigte Linsenrasterscheiben (LRS), die hinsichtlich Lichtausbeute und optischen Eigenschaften den bereits früher bekannten Barrieremasken überlegen sind. Insbesondere für die ergonomisch günstige Multiperspektiven-3-D-Darstellung wird eine hohe physikalische Monitorauflösung benötigt. Diese ist bei modernen TFT-Displays schon recht hoch. Eine weitere Verbesserung mit dem theoretischen Faktor drei erreicht man durch gezielte Ansteuerung der einzelnen, nebeneinander angeordneten Subpixel in den Farben Rot, Grün und Blau. Ermöglicht wird dies durch die um etwa eine Größenordnung geringere Farbauflösung des menschlichen visuellen Systems im Vergleich zur Helligkeitsauflösung. Somit gelingt die Implementierung einer Subpixel-Filterung, welche entsprechend den physiologischen Gegebenheiten mit dem in Luminanz und Chrominanz trennenden YUV-Farbmodell arbeitet. Weiterhin erweist sich eine Schrägstellung der Linsen im Verhältnis von 1:6 als günstig. Farbstörungen werden minimiert, und die Schärfe der Bilder wird durch eine weniger systematische Vergrößerung der technologisch unvermeidbaren Trennelemente zwischen den Subpixeln erhöht. Der Grad der Schrägstellung ist frei wählbar. In diesem Sinne ist die Filterung als adaptiv an den Neigungswinkel zu verstehen, obwohl dieser Wert für einen konkreten 3-D-Monitor eine Invariante darstellt. Die zu maximierende Zielgröße ist der Parameter Perspektiven-Pixel als Produkt aus Anzahl der Perspektiven N und der effektiven Auflösung pro Perspektive. Der Idealfall einer Verdreifachung wird praktisch nicht erreicht. Messungen mit Hilfe von Testbildern sowie Schrifterkennungstests lieferten einen Wert von knapp über 2. Dies ist trotzdem als eine signifikante Verbesserung der Qualität der 3-D-Darstellung anzusehen. In der Zukunft sind weitere Verbesserungen hinsichtlich der Zielgröße durch Nutzung neuer, feiner als TFT auflösender Technologien wie LCoS oder OLED zu erwarten. Eine Kombination mit der vorgeschlagenen Filtermethode wird natürlich weiterhin möglich und ggf. auch sinnvoll sein.

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Information display technology is a rapidly growing research and development field. Using state-of-the-art technology, optical resolution can be increased dramatically by organic light-emitting diode - since the light emitting layer is very thin, under 100nm. The main question is what pixel size is achievable technologically? The next generation of display will considers three-dimensional image display. In 2D , one is considering vertical and horizontal resolutions. In 3D or holographic images, there is another dimension – depth. The major requirement is the high resolution horizontal dimension in order to sustain the third dimension using special lenticular glass or barrier masks, separate views for each eye. The high-resolution 3D display offers hundreds of more different views of objects or landscape. OLEDs have potential to be a key technology for information displays in the future. The display technology presented in this work promises to bring into use bright colour 3D flat panel displays in a unique way. Unlike the conventional TFT matrix, OLED displays have constant brightness and colour, independent from the viewing angle i.e. the observer's position in front of the screen. A sandwich (just 0.1 micron thick) of organic thin films between two conductors makes an OLE Display device. These special materials are named electroluminescent organic semi-conductors (or organic photoconductors (OPC )). When electrical current is applied, a bright light is emitted (electrophosphorescence) from the formed Organic Light-Emitting Diode. Usually for OLED an ITO layer is used as a transparent electrode. Such types of displays were the first for volume manufacture and only a few products are available in the market at present. The key challenges that OLED technology faces in the application areas are: producing high-quality white light achieving low manufacturing costs increasing efficiency and lifetime at high brightness. Looking towards the future, by combining OLED with specially constructed surface lenses and proper image management software it will be possible to achieve 3D images.

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Mid Sweden University is currently researching how to capture more of a scene with a camera and how to create 3D images that does not require extra equipment for the viewer. In the process of this research they have started looking into simulating some of the tests that they wish to conduct. The goal of this project is to research whether the 3D graphics engine Unity3D could be used to simulate these tests, and to what degree. To test this a simulation was designed and implemented. The simulation used a split display system where each camera is directly connected to a part of the screen and using the position of the viewer the correct part of the camera feed is shown. Some literary studies were also done into how current 3D technology works. The simulation was successfully implemented and shows that simple simulation can be done in Unity3D, however, some problems were encountered in the process. The conclusion of the project show that there is much work left before simulation is viable but that there is potential in the technology and that the research team should continue to investigate it.

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This paper presents a comparison among different consumer 3D display technologies by means of a subjective assessment test. Therefore, four 55-in displays have been considered: one autostereoscopic display, one stereoscopic with polarized passive glasses, and two with active shutter glasses. In addition, a high-quality 3D video database has been used to show diverse material with both views in high definition. To carry out the test, standard recommendations have been followed considering also some modifications looking for a test environment more similar to real home viewing conditions, with the objective of obtaining more representative conclusions. Moreover, several perceptual factors have been considered to study the performance of the displays, such as picture quality, depth perception, and visual discomfort. The obtained results show interesting issues, like the performance improvement of active shutter glasses technology, the high performance of the polarized glasses technology in terms of quality and comfort, and the need of improvement of the autostereoscopic displays to complement the visual comfort to reach a global high-quality visual experience.