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1.
提出一种快速实时的组合型人眼识别方法,该方法由人眼检测和人眼跟踪2个部分组成。在检测过程中,采用级联AdaBoost分类器检测出人眼位置;在跟踪过程中,先利用卡尔曼滤波器追踪瞳孔,若瞳孔追踪失败,则使用平均位移追踪。该方法已在DM6446嵌入式系统中实现,实验结果证明该方法能快速识别人眼的位置。  相似文献   

2.
由于多视点立体视频合成具有数据量大,图像处理速度要求较高,支持的立体视角有限等特点,这些问题一直没有很好的解决并已成为多视点立体视频产业化的瓶颈。针对这种情况,提出了一种基于立体图像融合算法与人眼跟踪算法的立体视频处理系统。首先,按顺序循环读取立体视频中的每一帧,然后用立体图像融合算法对每一帧进行合成运算,接下来将融合后的图像依原有顺序进行显示与播放。同时加入人眼跟踪算法,根据观看者眼部所处的位置实时投放对应视区的图像。图像融合算法与人眼跟踪的结合有效地扩大了立体视角。实验结果表明,该方法实现了将多视点视频在立体显示器中以自由立体显示的方式展现出来,使观看者在屏幕前可以自由移动而不影响立体观看效果,同时播放速度流畅,能给观众带来比较真实的立体感受。  相似文献   

3.
针对注视点研究中,红外光照明下双眼瞳孔运动的定位跟踪存在误差的问题,以双眼实时图像为研究对象,提出一种基于双眼同步运动特征约束的瞳孔跟踪算法.根据人类双眼在注视过程中的同步运动特征,把双眼瞳孔间距矢量作为隐式参数进行估计,简化包含左右眼位置、速度和双眼瞳孔间距的模型为统一的双眼同步跟踪模型,运用Kalman滤波器实现了运动特征估计和状态跟踪.实验采用自制的头戴式注视点传感装置进行眼部图像的采集.实验表明,该算法跟踪精度高,抗干扰能力强.相较于传统的以左右瞳孔位置与速度以及左右眼相对位置为状态量的算法,本文算法在位置跟踪和速度跟踪的鲁棒性上有明显改善,算法计算量也明显减少.另外,经过本文算法处理后的注视点位置估计精度大大提高,为注视点在人机交互领域中的进一步应用奠定了基础.  相似文献   

4.
宋琴琴  杨国平 《计算机与数字工程》2021,49(7):1457-1459,1474
论文基于视频图像对人眼的瞳孔中心进行实时定位,根据该点的位置变化从而判断人眼的注视方向即人眼的动态追踪.首先对视频图像进行灰度化处理,将视频图像从RGB色彩空间转换到灰度空间.然后对灰度图像进行高斯滤波处理,去除图像的噪点.接着对图像进行二值化处理找到人眼区域并检测出瞳孔轮廓,最后进行瞳孔中心定位实现人眼动态追踪.实验结果表明,该方法是有效的,能够实时追踪眼动方向.  相似文献   

5.
张琳琳  蒋敏  唐晓微 《计算机工程》2012,38(21):157-160
眼睛运动容易受到头部姿势变化、外界仿真干扰、实际光照条件等影响,已有眼部跟踪算法的准确率、鲁棒性较低。为此,提出一种基于眨眼修正卡尔曼滤波的人眼跟踪算法。采用垂直积分投影函数和水平积分投影函数得到人脸图像的眼睛区域,运用眼睛区域的颜色熵消除不相关因素,定位出瞳孔的位置,用卡尔曼滤波进行实时眼部跟踪,结合眨眼检测实时修正跟踪结果。实验结果表明,该算法准确率较高,实时性较好。  相似文献   

6.
针对基于DM642的嵌入式疲劳驾驶监测系统,讨论了系统的总体结构,提出了采用可控光源、奇偶差分帧和人眼跟踪的人眼检测方法。在与奇偶帧图像采集同步的内外圈光源的照射下,利用近轴光源的红眼效应,引起图像奇帧暗瞳孔、偶帧亮瞳孔,由奇偶差分帧快速实现人眼检测与跟踪。同时分析眼睛的特征参数,在一定时间内连续统计眼睛的闭合时间,计算眼睛累计闭合持续时间占某特定时间的百分率(PERCLOS)值来判断疲劳程度并报警。该系统疲劳监测准确率较高,可在汽车驾驶中进行实时疲劳驾驶监测。  相似文献   

7.
为了提高瞳孔中心的实时提取精度和抗干扰能力,利用基于瞳孔-角膜跟踪法原理和图像处理的眼动跟踪技术,实现瞳孔和角膜反射中心的精确提取.首先在红外光源条件下,用摄像机捕获人眼图像,通过图像自适应二值化阈值确定图像处理区域,以减小处理时间;其次,利用高低2次二值化阈值提取角膜反射中心;然后求取自适应最佳阈值确定瞳孔位置和大小;最后用梯度法提取瞳孔轮廓特征点,并用椭圆拟合瞳孔的方法确定瞳孔中心.实验结果表明,该算法在保证瞳孔和角膜反射中心提取的准确性和稳定性的同时,能满足实时处理要求.  相似文献   

8.
基于双目立体视觉的船舶轨迹跟踪算法研究   总被引:2,自引:0,他引:2  
黄椰  黄靖  肖长诗  姜文  孙毅 《计算机科学》2017,44(1):308-313
双目立体视觉模型通过模拟人眼可以实现对目标距离的测量。为了获得水上船舶实时的运动状态,提出了一种基于双目立体视觉的船舶轨迹跟踪方法。首先,通过摄像机标定、线性空间点三维重建可以测得以相机为中心到船舶的距离,得到船舶的部分运动轨迹;其次,在双目立体视觉测距系统的基础上采用常速(Constant Velocity,CV)模型的方法对船舶运动建模;最后,对建立的船舶运动模型利用强跟踪卡尔曼滤波(Strong Tracking Kalman Filter,STKF)船舶轨迹跟踪的方法跟踪船舶的轨迹并估算目标船舶实时的运动状态。实验结果表明,基于双目立体视觉的船舶轨迹跟踪的方法能有效地跟踪船舶轨迹且适用于工程应用的需求。  相似文献   

9.
基于红眼效应的人眼探测   总被引:1,自引:0,他引:1  
传统的立体显示系统中,观看者需要配戴头盔、眼睛等辅助设备才能欣赏到立体效果,但是这些辅助设备也给观看者带来诸多不便。相比之下,自由式立体显示系统的优点在于观看者能够观看到立体效果的同时,并不需要配戴头盔、眼睛等辅助设备。为了能自由地观看立体效果,需要根据观看者的视点调整系统,使得立体图像能够分别进入观看者的左右眼,因此,人眼位置的探测是立体显示技术的重要组成部分。文章提出了一种基于红眼效应的人眼探测方法。算法利用瞳孔在近轴和远轴红外光分别照射下的不同状态,得到眼睛的候选区域。在对候选区域进行判别的时候,算法介绍并比较了主成分分析以及基于概率的主成分分析法。实验结果表明基于红眼效应的探测方法具有较高的准确率和实时性。  相似文献   

10.
提出一种针对实时视频流的快速且鲁棒的人眼定位方法,该方法直接应用于基于用户双眼精确定位的无辅助立体显示系统。在检测系统前端,结合稳定的肤色团块特征和积分图获取人脸检测候选区域;利用人脸-人眼两层分类器精确定位人眼,通过改进连续型AdaBoost算法中平滑因子ε的选取方法,在加快收敛速度的同时避免过学习,同时合理分布的样本保证了低误检率和鲁棒性;在后端,用卡尔曼滤波器预测人眼位置和克服跳变。实验证明,该方法可以快速精确定位人眼,满足无辅助立体显示的要求。  相似文献   

11.
Abstract— The development of a multi‐user stereoscopic display that does not require the use of special glasses (autostereoscopic), and that enables a large degree of freedom of viewer movement and requires only the minimum amount of information (a stereo pair) for the displays described. The optics comprise an RGB holographic laser projector that is controlled by the output of a multi‐target head‐position head tracker, an optical assembly that converts the projector output into steerable exit pupils, and a screen assembly comprising a single liquid‐crystal display (LCD) and image multiplexing screen. A stereo image pair is produced on the LCD by simultaneously displaying left and right images on alternate rows of pixels. Novel steering optics that replace the conventional backlight are used to direct viewing regions, referred to as exit pupils, to the appropriate viewers' eyes. The results obtained from the first version of the display, where the illumination source consists of several thousand white LEDs, are given and the current status of the latest prototype being constructed on the basis of these results is described. The work indicates that a laser‐based head‐tracking display can provide the basis for the next generation of 3‐D display.  相似文献   

12.
Abstract— Autostereoscopic and polarization‐based stereoscopic 3‐D displays recreate 3‐D images by providing different images in the two eyes of an observer. This aim is achieved differently for these two families of 3‐D displays. It is shown that viewing‐angle measurements can be applied to characterize both types of displays. Viewing‐angle luminance measurements are made at different locations on the display surface for each view emitted by the display. For autostereoscopic displays, a Fourier‐optics instrument with an ultra‐high‐angular‐resolution VCMaster3D is used. For polarization‐based displays, a standard Fourier‐optics instrument with additional glass filters is used. Then, what will be seen by an observer in front of the display is computed. Monocular and binocular quality criteria (left‐ and right‐eye contrast, 3‐D contrast) was used to quantify the ability to perceive depth for any observer position. Qualified monocular and binocular viewing spaces (QMVS and QBVS) are deduced. Precise 3‐D characteristics are derived such as maximum 3‐D contrast, optical viewing freedom in each direction, color shifts, and standard contrast. A quantitative comparison between displays of all types becomes possible.  相似文献   

13.
Abstract— The De Montfort University (DMU) autostereoscopic 3‐D display, intended for television applications, is described. It provides freedom of viewer movement over a typical “living room” sized area, with no restrictions on viewer's head positions. The display is capable of supplying 3‐D images to multiple viewers who do not need to wear special glasses. It operates by producing regions (exit pupils) in the viewing field where either a left or a right image is perceived. The positions of the exit pupils are steered to the viewers' eyes by the use of head tracking. Design issues that became apparent during the construction of a first prototype, and the findings from tests on it, are described. In addition, the current status of a more advanced prototype is reported.  相似文献   

14.
Abstract— This paper describes the construction and operation of four 3‐D displays in which each display produces two images for each eye and thus fits into the category of projection‐based binocular stereoscopic displays. The four 3‐D displays described are pico‐projector‐based, liquid‐ crystal—on—silicon (LCOS) conventional projector‐based, 120‐Hz digital‐light‐processor (DLP) projector‐ based, and the HELIUM3D system. In the first three displays, images are produced on a direct‐view LCD whose conventional backlight is replaced with a projection illumination source that is controlled by a multi‐user head tracker; novel steering optics direct the projector output to regions referred to as exit pupils located at the viewers' eyes. In the HELIUM3D display, the image information is supplied by a horizontally scanned, fast, light valve whose output is controlled by a spatial light modulator (SLM) to direct images to the appropriate viewers' eyes. The current statu s and the multimodal potential of the HELIUM3D display are described.  相似文献   

15.
The visual brain fuses the left and right images projected onto the two eyes from a stereoscopic 3D (S3D) display, perceives parallax, and rebuilds a sense of depth. In this process, the eyes adjust vergence and accommodation to adapt to the depths and parallax of the points they gazed at. Conflicts between accommodation and vergence when viewing S3D content potentially lead to visual discomfort. A variety of approaches have been taken towards understanding the perceptual bases of discomfort felt when viewing S3D, including extreme disparities or disparity gradients, negative disparities, dichoptic presentations, and so on. However less effort has been applied towards understanding the role of eye movements as they relate to visual discomfort when viewing S3D. To study eye movements in the context of S3D viewing discomfort, a Shifted-S3D-Image-Database (SSID) is constructed using 11 original nature scene S3D images and their 6 shifted versions. We conducted eye-tracking experiments on humans viewing S3D images in SSID while simultaneously collecting their judgments of experienced visual discomfort. From the collected eye-tracking data, regions of interest (ROIs) were extracted by kernel density estimation using the fixation data, and an empirical formula fitted between the disparities of salient objects marked by the ROIs and the mean opinion scores (MOS). Finally, eye-tracking data was used to analyze the eye movement characteristics related to S3D image quality. Fifteen eye movement features were extracted, and a visual discomfort predication model learned using a support vector regressor (SVR). By analyzing the correlations between features and MOS, we conclude that angular disparity features have a strong correlation with human judgments of discomfort.  相似文献   

16.
Abstract— To estimate the qualified viewing spaces for two‐ and multi‐view autostereoscopic displays, the relationship between image quality (image comfort, annoying ghost image, depth perception) and various pairings between 3‐D cross‐talk in the left and right views are studied subjectively using a two‐view autostereoscopic display and test charts for the left and right views with ghost images due to artificial 3‐D cross‐talk. The artificial 3‐D cross‐talk was tuned to simulate the view in the intermediate zone of the viewing spaces. It was shown that the stereoscopic images on a two‐view autostereoscopic display cause discomfort when they are observed by the eye in the intermediate zone between the viewing spaces. This is because the ghost image due to large 3‐D cross‐talk in the intermediate zone elicits different depth perception from the depth induced by the original images for the left and right views, so the observer's depth perception is confused. Image comfort is also shown to be better for multi‐views, especially the width of the viewing space, which is narrower than the interpupillary distance, where the parallax of the cross‐talking image is small.  相似文献   

17.
Abstract— Under the European Union funded Advanced Three‐dimensional Television System Technologies (ATTEST) project, De Montfort University (DMU) is developing a 3D display system targeted specifically at domestic television applications. This system uses a modified transmissive LCD panel together with novel backlighting and optics to project multiple viewing regions, or exit pupils, into the viewing space. These exit pupils are located in space using a head tracker. The display accommodates multiple viewers simultaneously and imposes no physical constraints, such as special eyewear. Viewers may move freely over a “typical” room‐sized area. The design of the backlighting facilitates many other display regimes beyond the “standard” 3DTV mode in which each viewer sees the same image pair.  相似文献   

18.
A method for determining the extents of a qualified viewing space (QVS) based on repeatable and reproducible luminance measurements of augmented and virtual reality near‐eye displays is described. This QVS mapping can also use other display performance metrics such as (1) Michelson contrast, (2) modulation transfer function, or (3) color as boundary condition parameters. We describe the use of a 4‐mm‐diameter entrance pupil, 1° to 2° field of view tele‐spectroradiometer, to determine the luminance and color uniformity of the virtual image. A 1‐mm‐diameter entrance pupil is used to map the QVS boundaries based on luminance at the center of the virtual image. The luminance measurement results from a pair of binocular augmented reality display glasses in three separate eye relief planes of the QVS of both eyes are presented. The data are further reduced to provide a perimeter profile of the QVS for the 50% of peak luminance boundary points in each eye relief plane.  相似文献   

19.
Abstract— 3‐D cross‐talk typically represents the ratio of image overlap between the left and right views. For stereoscopic LCDs using shutter‐glasses technology, 3‐D cross‐talk for stereoscopic LCD TV with a diagonal size of 46 in. and vertical alignment (VA) mode was measured to change from 1% to 10% when the stereoscopic display is rotated around the vertical axis. Input signals consist of the left and right images that include patterns of different amounts of binocular disparity and various gray levels. Ghost‐like artifacts are observed. Furthermore, intensities of these artifacts are observed to change as the stereoscopic display is rotated about the vertical axis. The temporal luminance of the LCD used in stereoscopic TV was found to be dependent on the viewing direction and can be considered as one cause of the phenomenon of angular dependence of performance for stereoscopic displays.  相似文献   

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