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1.
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   

2.
Abstract— Although there are numerous types of floating‐image display systems which can project three‐dimensional (3‐D) images into real space through a convex lens or a concave mirror, most of them provide only one image plane in space to the observer; therefore, they lack an in‐depth feeling. In order to enhance a real 3‐D feeling of floating images, a multi‐plane floating display is required. In this paper, a novel two‐plane electro‐floating display system using 3‐D integral images is proposed. One plane for the object image is provided by an electro‐floating display system, and the other plane for the background image is provided with the 3‐D integral imaging system. Consequently, the proposed two‐plane electro‐floating display system, having a 3‐D background, can provide floated images in front of background integral images resulting in a different perspective to the observer. To show the usefulness of the proposed system, experiments were carried out and their results are presented. In addition, the prototype was practically implemented and successfully tested.  相似文献   

3.
Abstract— An improved 3‐D/2‐D switchable display system with enhanced depth and viewing angle by adding two LCD panels to an integral imaging system has been realized. The proposed system uses the see‐through property of an LCD panel and displays multiple sets of elemental images on the LCD panels to integrate them on multiple locations simultaneously. As a result, the depth of the 3‐D image can be enhanced. For wide viewing angles, the time‐multiplexing method was adopted by displaying mask patterns on the front LCD panel. In addition, another technique to increase the contrast ratio of the proposed system has also been developed. Some experimental results will be provided.  相似文献   

4.
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   

5.
Abstract— A 360°‐viewable cylindrical three‐dimensional (3‐D) display system based on integral imaging has been implemented. The proposed system is composed of a cylindrically arranged electroluminescent (EL) pinhole film, an EL film backlight, a barrier structure, and a transmission‐type flexible display panel. The cylindrically arranged point‐light‐source array, which is generated by the EL pinhole film reconstructs 360°‐viewable virtual 3‐D images at the center of the cylinder. In addition, the proposed system provides 3‐D/2‐D convertibility using the switching of EL pinhole film from a point light source to a surface light source. In this paper, the principle of operation, analysis of the viewing parameters, and the experimental results are presented.  相似文献   

6.
This paper presents a 14‐Gb/s dual‐mode receiver with MIPI D‐PHY and C‐PHY interfaces for mobile display drivers. To reduce size overhead from the dual‐mode interfaces, we propose the termination circuit that shares 50‐Ω terminations and common‐mode capacitors while maintaining a perfectly matched load balance. The proposed dual‐mode receiver can support 14‐Gb/s total bandwidth in each interface mode, resulting in broad compatibility with application processors. A mobile display driver using the proposed dual‐mode receiver is fabricated in a 28‐nm high‐voltage CMOS process and verified up to 3.5 Gb/s per lane in the D‐PHY mode and 2.2 Gs/s per trio in the C‐PHY.  相似文献   

7.
Abstract— A circular camera system employing an image‐based rendering technique that captures light‐ray data needed for reconstructing three‐dimensional (3‐D) images by using reconstruction of parallax rays from multiple images captured from multiple viewpoints around a real object in order to display a 3‐D image of a real object that can be observed from multiple surrounding viewing points on a 3‐D display is proposed. An interpolation algorithm that is effective in reducing the number of component cameras in the system is also proposed. The interpolation and experimental results which were performed on our previously proposed 3‐D display system based on the reconstruction of parallax rays will be described. When the radius of the proposed circular camera array was 1100 mm, the central angle of the camera array was 40°, and the radius of a real 3‐D object was between 60 and 100 mm, the proposed camera system, consisting of 14 cameras, could obtain sufficient 3‐D light‐ray data to reconstruct 3‐D images on the 3‐D display.  相似文献   

8.
We propose a new networking interface (ARC) for electronic devices. This interface will unify display, user input, and data transmission into one information broadcasting structure. The concept is based on the dependence of action on vision. Because action and vision are consecutive steps, they should be considered together as one information transmission process. We propose a model to describe this digital information transmission. In this model, a new information carrier containing both image and data is broadcasted to a receiver through the user. The user acts like a network switch that selects information to receiver. On‐screen user input and short‐range data transmission represent such transmission but in different environments. The display function is also included by incorporating the “null” data concept. The display matrix can be converted into an information broadcaster, and the panel becomes a transceiver for ARC. This reduces the cost and leads to a simpler device architecture with only networking interfaces. The information carrier is a generalization of data carrier. A general information transmission is proposed to include both ARC and data communication. We also discuss new interactions based on ARC such as cyborg input.  相似文献   

9.
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   

10.
Hugo J. Strubbe 《Software》1983,13(11):1033-1042
A kernel that facilitates building graphical and responsive user interfaces for application programs has been constructed. A display tree representing the structure of the 2-dimen-sional screen image is defined. Each node contains an input procedure, an output procedure and links to their arguments. This display tree is the only interface between the user and the application program. For viewing purposes, the display tree can be ‘painted’ onto any viewport. The output routines attached to the nodes are invoked to produce the image. The arguments found in the ancestor nodes can be thought of as shared graphical attributes. Upon each input event, the display tree is traversed to determine which node is touched by the cursor. The input procedure attached to that node is then invoked. The use of a library with standard attached procedures (e.g. for screen editing and error checking) leads to a system that behaves uniformly across applications. Some demonstration programs, based on this kernel, show the very dynamic screen communication that can be achieved.  相似文献   

11.
A bare‐finger 3D interactive technology for portable devices was developed. Using directive‐flective cameras to reform the field of viewing, a blind working range close to the camera is eliminated. Moreover, the algorithm of vision computing, different from skin color detection, is presented to determine the positions of fingertips. The interactive range is workable from 1.5 to 50 cm above the entire surface of the display. The mean position error of less than 1 cm is achieved. This accuracy realizes a camera‐based 3D interactive system allowing for near‐distance functionality. Therefore, floating 3D images can be touched and interacted with, potentially creating more application and intuitive user‐machine interface.  相似文献   

12.
A shared interactive display (e.g., a tabletop) provides a large space for collaborative interactions. However, a public display lacks a private space for accessing sensitive information. On the other hand, a mobile device offers a private display and a variety of modalities for personal applications, but it is limited by a small screen. We have developed a framework that supports fluid and seamless interactions among a tabletop and multiple mobile devices. This framework can continuously track each user’s action (e.g., hand movements or gestures) on top of a tabletop and then automatically generate a unique personal interface on an associated mobile device. This type of inter-device interactions integrates a collaborative workspace (i.e., a tabletop) and a private area (i.e., a mobile device) with multimodal feedback. To support this interaction style, an event-driven architecture is applied to implement the framework on the Microsoft PixelSense tabletop. This framework hides the details of user tracking and inter-device communications. Thus, interface designers can focus on the development of domain-specific interactions by mapping user’s actions on a tabletop to a personal interface on his/her mobile device. The results from two different studies justify the usability of the proposed interaction.  相似文献   

13.
An intra‐panel interface addressing all of the high‐speed, low‐power, and low‐electromagnetic interference (EMI) requirements for tablet personal computer applications is presented. This work proposes an adaptive clock window scheme to achieve 1.4‐Gbps data‐rate. For EMI suppression, data scrambling, horizontal blank period pattern scrambling, and novel clock and data recovery circuit are introduced. Lastly, for power‐saving, the proposed interface dynamically biases source driver's output buffers and employs early charge sharing by controlling the configuration data. For verification, a WQXGA thin‐film transistor liquid crystal display system is implemented with the timing controller and source driver ICs that are fabricated using 65‐nm and 180‐nm complementary metal‐oxide semiconductor (CMOS) processes, respectively. The liquid crystal display system demonstrates maximum operation speed of 1.4 Gbps and suppression of EMI noise in LTE Band‐20 and GSM 850 bands. The proposed power‐saving schemes achieve 4.3% reduction in total power consumption by source driver IC, which reaches about 85% of power consumption by enhanced reduced‐voltage differential signaling interface circuit.  相似文献   

14.
This article proposes a 3-dimensional (3D) vision-based ambient user interface as an interaction metaphor that exploits a user's personal space and its dynamic gestures. In human-computer interaction, to provide natural interactions with a system, a user interface should not be a bulky or complicated device. In this regard, the proposed ambient user interface utilizes an invisible personal space to remove cumbersome devices where the invisible personal space is virtually augmented through exploiting 3D vision techniques. For natural interactions with the user's dynamic gestures, the user of interest is extracted from the image sequences by the proposed user segmentation method. This method can retrieve 3D information from the segmented user image through 3D vision techniques and a multiview camera. With the retrieved 3D information of the user, a set of 3D boxes (SpaceSensor) can be constructed and augmented around the user; then the user can interact with the system by touching the augmented SpaceSensor. In the user's dynamic gesture tracking, the computational complexity of SpaceSensor is relatively lower than that of conventional 2-dimensional vision-based gesture tracking techniques, because the touched positions of SpaceSensor are tracked. According to the experimental results, the proposed ambient user interface can be applied to various systems that require real-time user's dynamic gestures for their interactions both in real and virtual environments.  相似文献   

15.
Abstract— The benefits of stereoscopic viewing were explored in searching in words superimposed over a background. In the first experiment, eight participants searched for text in a normal 2‐D display, a 3‐D display using a parallax barrier, and a darkened 2‐D display of equivalent brightness to the 3‐D display. Word‐search performance was significantly faster for the bright 2‐D display vs. the 3‐D display, but when brightness was controlled, performance on the 3‐D display was better relative to the 2‐D (dim) display. In a second experiment, the effect of floating text vs. sinking background disparity was assessed across four background conditions. Twenty participants saw only the floating‐text (FT) condition and 20 participants saw only the sinking‐background (SB) condition. Performance of the SB group was significantly better than that of FT group, and the advantage of SB disparity was greater with the more‐complex backgrounds. Thus, when a parallax‐barrier 3‐D display is used to view text or other figural information overlaid on a background, it is proposed that the layer of primary interest (foreground) should be displayed with zero disparity (on the physical display surface) with the secondary layer (background) appearing to be sunk beneath that surface.  相似文献   

16.
We propose an integral imaging (II) three‐dimensional (3D) display using a tilted barrier array and a stagger microlens array. The tilted barrier array consists of two orthogonally polarized sheets. In the stagger microlens array, the center of the microlens has p/2 shift with the elemental image along the horizontal direction, where p is the pitch of the microlens. The proposed II 3D display produces two different viewing zones and each of them is almost equal to that of the conventional II 3D display, and it has no crosstalk. We verify the feasibility of the proposed II 3D display in the simulation results.  相似文献   

17.
Approach to achieve self‐calibration three‐dimensional (3D) light field display is investigated in this paper. The proposed 3D light field display is constructed up on spliced multi‐LCDs, lens and diaphragm arrays, and directional diffuser. The light field imaging principle, hardware configuration, diffuser characteristic, and image reconstruction simulation are described and analyzed, respectively. Besides the light field imaging, a self‐calibration method is proposed to improve the imaging performance. An image sensor is deployed to capture calibration patterns projected onto and then reflected by the polymer dispersed liquid crystal film, which is attached to and shaped the diffuser. These calibration components are assembled with the display unit and can be switched between display mode and calibration mode. In the calibration mode, the imperfect imaging relations of optical components are captured and calibrated automatically. We demonstrate our design by implementing the prototype of proposed 3D light field display by using modified off‐the‐shelf products. The proposed approach successfully meets the requirement of real application on scalable configuration, fast calibration, large viewing angular range, and smooth motion parallax.  相似文献   

18.
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   

19.
Floating three‐dimensional (3D) display implements direct interaction between human hands and virtual 3D images, which offers natural and effective augmented reality interaction. In this study, we propose a novel floating autostereoscopic display, combining head tracking lenticular display with an image projection system, to offer the observers with an accurate 3D image floating in midair without any optical elements between observers and the virtual 3D image. Combined with a gesture recognition device, the proposed system can achieve in situ augmented reality interaction with the floating 3D image. A distortion correction method is developed to achieve 3D display with accurate spatial information. Moreover, a coordinate calibration method is designed to improve the accuracy in the in situ interaction. Experiments were performed to prove the feasibility of the proposed system, and the good results show the potential of human‐computer interaction in medicine and life sciences.  相似文献   

20.
Although real guardian angels aren't easy to get hold of, some of the computer technology needed for such a personal assistant is already available. Other parts exist in the form of research prototypes, but some technological breakthroughs are necessary before we can realize their potential, let alone integrate into our daily routines. Future VR and AR interfaces won't necessarily try to provide a perfect imitation of reality but instead will adapt their display mechanisms to their users' individual requirements. The emergence of these interfaces won't rely on a single technology but will depend on the advances in many areas, including computer graphics, display technology, tracking and recognition devices, natural and intuitive interactions, 3D interaction techniques, mobile and ubiquitous computing, intelligent agents, and conversational user interfaces, to name a few. The guardian angel scenario exemplifies how future developments in AR and VR user interfaces might change the way we interact with computers. Although this example is just one of several plausible scenarios, it demonstrates that AR and VP, in combination with user-centered design of their post-WIMP interfaces, can provide increased access, convenience, usability, and efficiency  相似文献   

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