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[电商] 【SIGGRAPH Asia 2012专题*新兴技术】通过时间的心理视觉调制向后兼容的3D显示

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发表于 2012-12-5 14:26:13 |只看该作者 |倒序浏览
【SIGGRAPH Asia 2012专题】新兴技术之四:

通过时间的心理视觉调制向后兼容的立体显示

Backward Compatible Stereoscopic Displays via Temporal psychovisual Modulation

Xiaolin Wu, Guangtao Zhai



介绍
近年来,我们目睹的研究日趋深入,快速的产品

velopment和广泛的市场接受度的立体图像(3D)年龄/视频技术。许多在信息技术和

娱乐产业和学术界认为,3D时代的六

西伯利亚乌拉尔铝业公司计算和通信终于到了后几

错误的开始,在过去,由于稳定​​的技术进步

计算,光电显示,宽带上网,和线

沟通较少。从2D转3D表示

世界媒体可以深刻地塑造方面,我们交流了

,不在,学习,娱乐和工作,并丰富我们的经济和

休闲生活。

理想的三维可视化表示我们的世界

应该是全息,全息仍然过于复杂,

太昂贵,太笨重,在商业上是可行的,它似乎

,多年被部署在消费市场。 CON-

sequently,投入了很大的努力和投资正在

(双目立体感知的研究和发展)

显示。立体显示器分为两类:那些重新

Quiring的3D眼镜和那些无需3D眼镜使用。

第二类也被称为自动立体显示器。 T-

和市售的自由立体显示技术

是[可乐有限公司透镜阵列。 ]和视差屏障阵列

射线[SHARP合作。 。这两种技术的空间计划

复用,因此,他们不可避免地遭受温泉减少

空间分辨率。根据3D眼镜的类型,第一个

类的立体显示可以提炼成两个subcat

egories:与被动偏振眼镜和

加上主动式快门眼镜。特别令人感兴趣的本

研究的主动式快门眼镜的立体显示。他们

依赖时间的复用,实现了分离的左眼

和右眼信号。



这种方法有两个优点:1)温度

poral复用为基础的立体显示器不牺牲

空间分辨率; 2)它们可以作为传统的2D功能完美

显示2D信号驱动时,无需3D眼镜观看。

虽然空间复用式的立体显示AL-



因此,在2D模式下运行,有下产生的二维图像质量

性眼镜的辅助立体显示。

这项工作的主要贡献是一种新型的向后兼容

立体显示技术。这项新技术可以表现出

的3D图像和2D版本的3D图像上同时

相同的物理显示介质,取决于观众是否

使用3D眼镜或没有。这种独特的功能是通过



我们最近发明了时间的心理视觉调制(第三方核查机制)

[吴翟2012年,一个有趣的之间的相互作用刷新

为光电显示,信号处理和心理物理学。

现有的立体显示,无论是眼镜免费或

眼镜辅助类型,提供上述的3D-2D的兼容性,


因为这些显示器可以在3D和2D之间的模式切换,但

不能同时在两个操作。如果3D内容观看





通过通道分离眼镜,感知的图像的

无法忍受拖尾和重叠的信号质量差

两个眼睛。
并发3D和2D展览的功能

相同的物理显示在许多多用户ENVI是非常可取的,

ronments,如3d电视,3D电子游戏,3D电影,

例如,在客厅和剧院,观众往往

分为自己的喜好来3D或2D演讲;在中间

一个展览,其中一些可能要之间切换3D和

意志独立于其他的2D观看。另外,对于一些观众

持续时间长,观看3D可能会导致视疲劳或对方

的影响[Lambooij等人。 2011],无缝向后兼容

立体显示,可大大提高用户体验,并减少

许多对健康的关注与目前的3D显示器。其结果是,

3D到2D的向后兼容性立体的新概念

镜下显示可能会导致普遍采用的3D媒体

技术的更广泛的用户。
此外,并发3D和2D上观看的能力

相同的物理显示媒体带来了新的应用SCE-

narios。在虚拟现实(VR)和电脑游戏的例子,

眼镜穿着参与者的可以有自己个人的角度来看,

虚拟环境中的正确意见,并在同一时间观察

服务器/观众可以观看,不戴眼镜,参与者

在一个明确的二维视图相同的环境。与前

isting多用户3D显示技术,如索尼的双屏显示

显示[索尼2010年和六个用户VR显示系统德国

许多库利克等。 2011],眼镜免费的观点是根本无法使用

观察员参加。





Introduction
Recent years have witnessed intensified research, rapid product de-

velopment and wide market acceptance of stereoscopic (3D) im-

age/video technologies. Many in the information technology and

entertainment industries and academia believe that the era of 3D vi-

sual computing and communication has finally arrived after a few

false starts in the past, thanks to steady technological advances in

computing, optoelectronic display, broadband Internet, and wire-

less communication. The transition from 2D to 3D representation

of the world in media can profoundly shape the ways we commu-

nicate, learn, play and work, and enrich both our economical and

leisure lives.

The ideal three-dimensional visual representation of our world

should be holographic; however, holography is still too complex,

too expensive and too bulky to be commercially viable and it seems

many years away from being deployed in consumer markets. Con-

sequently, a great deal of efforts and investments are being put in-

to research and development of stereoscopic (binocular perception)

displays. Stereoscopic displays fall into two categories: those re-

quiring the use of 3D glasses and those requiring no 3D glasses.

The second category is also called autostereoscopic displays. T-

wo commercially available autostereoscopic display technologies

are lenticular lens array [Kuraray-Co. ] and parallax barrier ar-

ray [SHARP-Co. ]. Both technologies are a scheme of spatial

multiplexing, and hence they inevitably suffer from reduced spa-

tial resolution. Depending on the type of 3D glasses, the first

category of stereoscopic displays can be refined into two subcat-

egories: those coupled with passive polarization glasses and those

coupled with active shutter glasses. Of particular interest to this

research are stereoscopic displays of active shutter glasses. They

rely on temporal multiplexing to achieve the separation of left-eye

and right-eye signals. This approach has two advantages: 1) tem-

poral multiplexing-based stereoscopic displays do not sacrifice the

spatial resolution; 2) they can function perfectly as conventional 2D

displays when driven by 2D signals and viewed without 3D glasses.

Although spatial-multiplexing type of stereoscopic displays can al-

so operate in 2D mode, the resulting 2D images have inferior qual-

ity to those of glasses-aided stereoscopic displays.

The main contribution of this work is a novel backward-compatible

stereoscopic display technology. The new technology can exhibit

a 3D image and a 2D version of the 3D image simultaneously on

the same physical display medium, depending on whether viewers

use 3D glasses or not. This unique functionality is achieved by


our recent invention of temporal psychovisual modulation (TPVM)

[Wu and Zhai 2012], an interesting interplay between high refresh-

rate optoelectronic display, signal processing and psychophysics.

None of the existing stereoscopic displays, either glasses-free or

glasses-aided type, offers the aforementioned 3D-2D compatibility,


because these displays can switch between 3D and 2D mode, but

cannot operate simultaneously in both. If 3D contents are watched





not through channel-separation glasses, the perceived images are of

unbearably poor quality with smearing and overlaps of the signals

for the two eyes.
The functionality of concurrent 3D and 2D exhibitions with the

same physical display is highly desirable in many multiuser envi-

ronments, such as 3D television, 3D electronic games, 3D movies,

etc. For instance, in living rooms and theaters, the audience often

split in their preferences to 3D or 2D presentations; in the middle

of an exhibition some of them may want to switch between 3D and

2D viewing at will independent of others. Also, for some viewers

long duration of 3D viewing may cause visual fatigue or other side

effects [Lambooij et al. 2011], a seamless backward-compatible

stereoscopic display can greatly enhance user experience and lessen

many of health concerns with the current 3D displays. As a result,

the new concept of 3D to 2D backward compatibility of stereo-

scopic displays may contribute to general adoption of 3D media

technologies by broader range of users.
In addition, the capability of concurrent 3D and 2D viewing on the

same physical display medium brings about new application sce-

narios. In virtual reality (VR) and computer gaming, for examples,

glasses-wearing participants can have their individual perspective-

correct views of a virtual environment, and at the same time ob-

servers/audience can watch, without glasses, the participants acting

in relation to a clear 2D view of the same environment. With the ex-

isting multiuser 3D display technologies, such as Sony’s dualview

displays [Sony 2010] and the six user VR display system of Ger-

many [Kulik et al. 2011], the glasses-free view is simply unusable

to observers.

关于该新技术的详细介绍可以下载附件pdf阅读,也可以通过下载视频来了解。更多分享尽在web3D纳金网http://www.narkii.com/

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沙发
发表于 2012-12-5 15:19:32 |只看该作者
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