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Abstract— Autostereoscopic 3‐D display technologies enable a more immersive media experience by adding real depth to the visual content. However, the method used for the creation of a sensation of depth or stereo illusion contains several display design and content‐related issues that need to be carefully considered to maintain sufficient image quality. Conventionally, methods used for 3‐D image‐quality evaluations have been based on subjective testing. Optical measurements, in addition to subjective testing, can be used as an efficient tool for 3‐D display characterization. Objective characterization methods for autostereoscopic displays have been developed. How parameters affecting stereo image quality can be defined and measured, and how their effect on the stereo image quality can be evaluated have been investigated. Developed characterization methods are based on empirically gathered data. In this paper, previously presented methodology for two‐view displays is extended to cover autostereoscopic multiview displays. A distinction between displays where the change in content occurs in clear steps when the user moves in front of the display, and displays where the apparent movement of the objects is more continuous as a function of the head movement is made. Definitions for 3‐D luminance and luminance uniformity, which are equally important, as well as 3‐D crosstalk, which is the dominant factor in the evaluations of the perceived 3‐D image quality, is focused upon. 相似文献
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Yasuhiro Takaki 《Journal of the Society for Information Display》2010,18(7):476-482
Abstract— A flat‐panel display with a slanted subpixel arrangement has been developed for a multi‐view three‐dimensional (3‐D) display. A set of 3M × N subpixels (M × N subpixels for each R, G, and B color) corresponds to one of the cylindrical lenses, which constitutes a lenticular lens, to construct each 3‐D pixel of a multi‐view display that offers M × N views. Subpixels of the same color in each 3‐D pixel have different horizontal positions, and the R, G, and B subpixels are repeated in the horizontal direction. In addition, the ray‐emitting areas of the subpixels within a 3‐D pixel are continuous in the horizontal direction for each color. One of the vertical edges of each subpixel has the same horizontal position as the opposite vertical edge of another subpixel of the same color. Cross‐talk among viewing zones is theoretically zero. This structure is suitable for providing a large number of views. A liquid‐crystal panel having this slanted subpixel arrangement was fabricated to construct a mobile 3‐D display with 16 views and a 3‐D resolution of 256 × 192. A 3‐D pixel is comprised of 12 × 4 subpixels (M = 4 and N = 4). The screen size was 2.57 in. 相似文献
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Chao‐Chung Cheng Chung‐Te Li Liang‐Gee Chen 《Journal of the Society for Information Display》2010,18(9):704-716
Abstract— With the maturation of three‐dimensional (3‐D) technologies, display systems can provide higher visual quality to enrich the viewer experience. However, the depth information required for 3‐D displays is not available in conventional 2‐D recorded contents. Therefore, the conversion of existing 2‐D video to 3‐D video becomes an important issue for emerging 3‐D applications. This paper presents a system which automatically converts 2‐D videos to 3‐D format. The proposed system combines three major depth cues: the depth from motion, the scene depth from geometrical perspective, and the fine‐granularity depth from the relative position. The proposed system uses a block‐based method incorporating a joint bilateral filter to efficiently generate visually comfortable depth maps and to diminish the blocky artifacts. By means of the generated depth map, 2‐D videos can be readily converted into 3‐D format. Moreover, for conventional 2‐D displays, a 2‐D image/video depth perception enhancement application is also presented. With the depth‐aware adjustment of color saturation, contrast, and edge, the stereo effect of the 2‐D content can be enhanced. A user study on subjective quality shows that the proposed method has promising results on depth quality and visual comfort. 相似文献
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Junya Nakamura Taichi Takahashi Chih‐Wei Chen Yi‐Pai Huang Yasuhiro Takaki 《Journal of the Society for Information Display》2012,20(4):228-234
Abstract— The viewing freedom of the reduced‐view super multi‐view (SMV) display was analyzed. It was found that there are separate multiple viewing ranges in the depth direction; thus, a technique that selects an appropriate viewing range to increase the longitudinal viewing freedom has been developed. Pixels of a flat‐panel display viewed by the viewer's eyes through a lenticular lens were determined from three‐dimensional (3‐D) positions of the viewer's eyes, which were obtained using an eye‐tracking system that employed a stereo camera. Parallax images corresponding to the 3‐D positions of the viewer's eyes were generated, which were displayed by the determined pixels. The experimental results show that the proposed technique successfully increased the longitudinal viewing freedom. It is also shown that a video camera was able to focus on the produced SMV images. 相似文献
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在三维视频系统中,为了更好地保护深度图的锐利边界并改善虚拟视图的合成质量,提出一种新的边界自适应性上采样方案来恢复由于在编码前进行下采样操作而丢失的深度信息。通过Sobel算子识别出低分辨率深度图和高分辨率纹理图的水平边界和垂直边界。根据深度图不同区域的特点利用纹理信息来指导高分辨率深度图的重建。实验结果表明本文方法在提高了编码效率的同时也改善了合成视图的视觉效果。 相似文献
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目的 基于深度图的绘制(DIBR)是一种新型的虚拟视点生成技术,在诸多方面得到了广泛的应用。然而,该技术还不能满足实时性的绘制需求。为了在保证绘制质量不下降的前提下,尽可能地提高绘制速度,提出了一种高效的3D-Warping(3维坐标变换)算法。方法 主要在以下3个方面进行了改进:1)引入了深度—视差映射表技术,避免了重复地进行视差求取操作。2)对深度平坦的像素块进行基于块的3D-Warping,减少了映射的次数。对深度非平坦像素块中的像素点采取传统的基于像素点的3D-Warping,保证了映射的准确性。3)针对两种不同的3D-Warping方式,分别提出了相应的插值算法。在水平方向上,改进的像素插值算法对紧邻插值和Splatting(散射)插值算法进行了折中,只在映射像素点与待插值像素点很近的情况下才进行紧邻插值,否则进行Splatting插值;在深度方向上,它对Z-Buffer(深度缓存)技术进行了改进,舍弃了与前景物体太远的映射像素点,而对其他映射像素点按深度值进行加权操作。结果 实验结果表明,与标准绘制方案的整像素精度相比,绘制时间平均节省了72.05%;与标准绘制方案的半像素精度相比,PSNR平均提高了0.355dB,SSIM平均提高了0.00115。结论 改进算法非常适用于水平设置相机系统的DIBR技术中的整像素精度绘制,对包含大量深度平坦区域的视频序列效果明显,不但能够提高绘制的速度,而且可以有效地改善绘制的客观质量。 相似文献
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K. J. Kim H. Kang M. K. Jang B. C. Ahn I. J. Chung T. S. Park J. W. Chang K. I. Lee S. T. Kim 《Journal of the Society for Information Display》2007,15(11):899-903
Abstract— A 42‐in. 2‐D/3‐D switchable display operating in a parallax‐barrier‐type system consisting of liquid‐crystal displays (LCDs) has been developed. The system displays 2‐D images in full resolution, without any degradation to the original 2‐D images, and 3‐D autostereoscopic images with resolutions higher than SVGA with wide viewing zones electrically controlled by the parallax‐barrier system. The system is intended for use in public‐information displays (PIDs), a booming field, and as displays for gaming, medical, and simulation applications. 相似文献
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Munekazu Date Yasuko Andoh Hideaki Takada Yoshimitsu Ohtani Norihiko Matsuura 《Journal of the Society for Information Display》2010,18(7):470-475
Abstract— A multi‐view depth‐fused 3‐D (DFD) display that provides smooth motion parallax for wide viewing angles is proposed. A conventional DFD display consists of a stack of two transparent emitting screens. It can produce motion parallax for small changes in observation angle, but its viewing zone is rather narrow due to the split images it provides in inclined views. On the other hand, even though multi‐view 3‐D displays have a wide viewing angle, motion parallax in them is discrete, depending on the number of views they show. By applying a stacked structure to multi‐view 3‐D displays, a wide‐viewing‐angle 3‐D display with smooth motion parallax was fabricated. Experimental results confirmed the viewing‐zone connection of DFD displays while the calculated results show the feasibility of stacked multi‐view displays. 相似文献
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Shuichi Takahashi Takanori Ishikawa Yasuhide Hyodo Isao Ohashi Yoshihide Shimpuku Kazuya Matsubara Kazumichi Matsumiya Satoshi Shioiri 《Journal of the Society for Information Display》2011,19(1):29-36
Abstract— This paper considers the architecture and the effectiveness of new algorithms that control the subjective depth on 3‐D displays by modulating the contrast of stereoscopic pictures on the basis of a quantified monocular depth cue. First, a psychophysical experiment to quantify the relationship between contrast and subjective depth was conducted. This experimental result shows that the higher the contrast, the nearer the object will be perceived, corresponding to the qualitative relationship. Second, this result was applied to image‐processing algorithms that expand or contract the subjective depth of stereoscopic pictures. Subjective assessments to verify the effectiveness of the algorithms were also conducted. The results suggest that the algorithms will allow viewers to experience a highly realistic sensation. 相似文献
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Hakki H. Refai 《Journal of the Society for Information Display》2010,18(12):1065-1070
Abstract— Improvements achieved in image resolution and volume in a volumetric display based on the two‐frequency, two‐step upconversion (TFTS) method are presented. Two digital micromirror devices (DMDs) are utilized to generate fast scanning of the image volume at high resolution. Improvements in resolution and image size over previous implementations are achieved by choosing sodium—ytterbium—fluoride for the imaging crystal instead of the conventional ytterbium—lithium—fluoride composition. Experimentally, images at 532 nm were constructed using 45 slices with each slice rendered at 1024 × 768 resolution, resulting in almost 35 million voxels. The resulting system has the potential to achieve a resolution beyond a targeted 800 million voxels without viewpoint obstruction and with expandability to three‐color imagery. 相似文献
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基于深度图像的绘制(DIBR)技术是绘制虚拟视点图像的重要方法.针对单视点虚拟视图绘制过程中的空洞、裂缝、重叠问题,提出一种基于深度图预处理和图像修复的绘制算法.首先根据虚拟视点的变换方向对深度图进行预处理,减缓前景到背景的深度突变,将大面积空洞分割为多个较小的空洞;然后结合一投四算法和Z-buffer算法对DIBR过程进行改进,改善裂缝和像素点间的重叠;最后使用深度信息引导图像修复算法,使空洞修复从背景一侧开始且优先选择背景纹理.在Matlab环境下,使用微软研究院提供的3D图像序列进行虚拟视点绘制并比较与真实图像的相似度,实验结果表明,该算法的平均峰值信噪比为27.4747dB,比Criminisi算法和递进填充线算法分别高出5.65%和2.97%;结构相似度为0.7708,比2种已有算法分别高出1.22%和0.80%. 相似文献
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文中提出一种羽毛球比赛的2D视频转换到3D视频的算法。在这类视频中,前景是最受关注的部分,准确地从背景中提取出前景对象是获取深度图的关键。文中采用一种改进的图割算法来获取前景,并根据场景结构构建背景深度模型,获取背景深度图;在背景深度图的基础上,根据前景与镜头之间的距离关系为前景对象进行深度赋值,从而得到前景深度图。然后,融合背景深度图和前景深度图,得到完整的深度图。最后,通过基于深度图像的虚拟视点绘制技术DIBR来获取用于3D显示的立体图像对。实验结果表明,最终生成的立体图像对具有较好的3D效果。 相似文献
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Hirotsugu Yamamoto Hayato Nishimura Keigo Uchida Kasai Ono Yoshio Hayasaki Shiro Suyama 《Journal of the Society for Information Display》2009,17(12):1031-1036
Abstract— A type of depth illusion created by the use of an aperture grille is reported. When viewing a moving target through multiple slits, a movement with depth is perceived, which was originally reported (see Ref. 11). The binocular delay is considered to cause a virtual disparity between both perspective images with apparent movement. By using an LED display with an aperture grille as a stereoscopic display, perceived distance caused by a binocular delay has been measured. The measured distance is compared with the perceived distance for stereoscopic still images shown on a stereoscopic LED panel. The comparison supported that the binocular delay is converted into binocular disparity. Furthermore, pair‐comparison tests were conducted to investigate depth impressions. It was found that use of an aperture grille improves depth impression for a movie that was taken with a laterally moving camera. 相似文献
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M. Ishimoto Y. Yamazaki K. Shinohe A. Tokai H. Hirakawa H. Yamada K. Awamoto T. Shinoda 《Journal of the Society for Information Display》2004,12(3):263-268
Abstract— The plasma‐tube array is expected to realize a wall‐sized display. This method will realize an emissive‐type display with a flexible screen shape and an expandable screen size. The shape of the plasma tube was investigated to realize high luminance, high luminance efficacy, and high flexural strength. As the result, a cylindroid tube is proposed to satisfy these demands. An experimental display of 1 m × 128 mm has been developed with these cylindroid tubes and it demonstrated a high luminous efficacy of 3.1 lm/W. 相似文献
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Ganbat Baasantseren Jae‐Hyeung Park Munkh‐Uchral Erdenebat Seung‐Woo Seo Nam Kim 《Journal of the Society for Information Display》2010,18(7):519-526
Abstract— An integral floating display (IFD) with a long depth range without floating lens distortion is proposed. Two lenses were used to reduce barrel distortion of the floating lens and three‐dimensional (3‐D) image deformation from object‐dependent longitudinal and lateral magnifications in the floating‐display system, combined with an integral imaging display. The distance between the floating lenses is the sum of their focal lengths. In the proposed configuration, lateral and longitudinal magnifications are constant regardless of the distance of the integrated 3‐D images, so the distortions from the distant‐dependent magnifications of the floating lens do not occur with the proposed method. In addition, the proposed floating system expands the depth range of the integral imaging display. As a result, the display can show a correct 3‐D floating image with a large depth range. Experimental results demonstrate that the proposed method successfully displays a 3‐D image without floating lens distortions across a large depth range. 相似文献
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Junya Nakamura Kentaro Kozako Yasuhiro Takaki 《Journal of the Society for Information Display》2011,19(6):423-430
Abstract— The jerkiness of moving three‐dimensional (3‐D) images produced by a high‐density directional display was studied. Under static viewing conditions in which subjects' heads did not move, jerkiness was more noticeable when moving 3‐D images were displayed in front of the display screen and was less noticeable when moving 3‐D images were displayed behind the screen. We found that the perception of jerkiness depended on the visual angular velocities of moving 3‐D images. Under dynamic viewing conditions in which subjects' heads were forced to move, when moving 3‐D images were displayed in front of the screen, jerkiness was less noticeable when the subjects' heads and 3‐D images moved in opposite directions and was more noticeable when they moved in the same direction. When moving 3‐D images were displayed behind the screen, jerkiness was less noticeable when subjects' heads and 3‐D images moved in the same direction and was more noticeable when they moved in opposite directions. 相似文献