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中间视合成是多视点显示中的一种关键技术,广泛应用于三维电视和三维远程视频会议系统中.分析了中间视合成方法的研究现状,讨论了基于图像插值的中间视合成中存在的问题,展望了进一步研究的方向. 相似文献
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许多人都认为自动分光立体显示技术将使得家庭视觉体验朝着更自然、更逼真的方向发展.为了营造更逼真、更刺激的 VR 效果,屏幕越大越好.本文旨在详细介绍运用在 3D 显示的多视点三维投影系统.三维图像方法的原理是视差的深度暗示.采用的方法的视差不是由于使用特殊光学眼镜或者是特殊的光学头盔作为观察光学图像形成区域而引起的.实验装置系统包括暗箱组、PC 组和一个多视点三维显示器.采用了透镜、视差栅栏来制作空间多元多视角的自动分光立体显示器.使用投影仪来模拟分光图像对.这种自动分光显示屏幕的优点在于:容易按比例放大;低成本;投影仪和屏幕间不需要精确对准.本文还研究了该屏幕的制作工艺,并给出了实验结果. 相似文献
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自由视点立体视频既可以给观看者强烈的立体感,又可以为用户同时呈现不同角度的视点画面。但是垂直视差的存在,会影响合成立体图像的质量,出现图像的模糊,严重的垂直视差会使图像出现“跳跃”现象,甚至不能观看。因此,多视点图像的校正是提高3DTV观看质量的重要步骤之一。现阶段关于双视点图像校正技术的研究已较多,但多视点图像校正研究却需深入。其中,基于多相机标定参数的校正算法需要提供预先的标定数据,应用不便。本文提出了一种在无多摄像机标定参数情况下,消除垂直视差的校正方法。首先,使用SIFT算法提取图像特征点。然后,利用多视点图像公共点的匹配关系,选取唯一基准视点图像平面计算各视点校正矩阵。实验结果表明,该方法有效降低了垂直视差,限制了校正误差的传播,从而保持了校正后图像质量的一致性。 相似文献
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新兴的分布式多视点视频编码通过在解码端使用立体边信息可充分挖掘传统单视点的时间相关性和多视点特有的视间相关性.研究了一种多视点运动预测的立体边信息生成算法,提出了近似视差估计和编码端掩模融合算法.实验证明,解码端采用近似的视差矢量,编码端传递某些先验信息,都能有效提高立体边信息精度,降低计算复杂度. 相似文献
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在多视自由视点电视(FTV)系统中,摄像机阵列拍摄的多视视频存在垂直视差、且水平视差分布不均等问题,严重影响合成视频的质量效果。现有的多视图像校正方法虽然消除了垂直视差,但是校正图像过程中引入的旋转和平移失真较大,使人眼产生不舒适感。为此,本文提出一种适于平行摄像机阵列的多视图像校正算法,首先建立理想的摄像机安放位置,然后计算多视图像校正变换,将实拍图像映射到理想摄像机位置处,得到校正后图像。在设计理想的摄像机安放位置时,考虑人眼视觉特性,确保坐标轴旋转和平移调整量最小化,实现多视图像校正变换引入图像失真总量最小。实验表明,该算法不仅可以消除垂直视差,而且图像校正过程中引入的失真小,符合人眼视觉习惯,能有效改善合成视的图像质量,提高人眼观看舒适程度。 相似文献
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基于图像的绘制变形技术已成为当前图形学的一个新的研究热点。本文介绍了图像变形和视图变形技术,由Field Morphing方法的基础上,提出了基于控制点的图像变形算法,给出实现变形的原理和步骤。通过实拍人脸图像进行了人脸局部和整体变形实验,其变形结果过渡自然,效果较好,且算法过程简洁,因此具有较好的实用性。视图变形是在图像变形中对物体形状、颜色变形的基础上添加视点变换的一种方法,本文在图像变形的基础上,提出了利用控制点的改进算法,编程实现,中间过渡图像自然逼真。 相似文献
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Seok-Hoon Kim Jae-Sung Yoon Chang-Hyo Yu Donghyun Kim Kyusik Chung Han Shin Lim Yun-Gu Lee HyunWook Park Jong Beom Ra Lee-Sup Kim 《Solid-State Circuits, IEEE Journal of》2008,43(5):1247-1259
In this paper, a 3D display processor embedding a programmable 3D graphics rendering engine is proposed. The proposed processor combines a 3D graphics rendering engine and a 3D image synthesis engine to support both true realism and interactivity for the future multimedia applications. Using high coherence between 3D graphics data and 3D display inputs, both pipelines are merged by sharing buffers such that a 3D display engine directly uses the output of a 3D graphics rendering engine. The merged architecture has synergetic coupling effects such as freely providing various rendering effects to 3D images and easily computing disparities without complex extraction processes. In the 3D image synthesis engine, we adopt view interpolation algorithm and propose real-time synthesis method, pixel-by-pixel process. The view interpolation algorithm reduces the number of images to be rendered, resulting in the reduction of external memory size to 64.8% compared to conventional synthesis process. The proposed pixel-by-pixel process synthesizes 3D images at 36 fps through bandwidth reduction of 26.7% and decreases internal memory size to 64.2% compared to typical image-by-image process. The 3D graphics rendering engine is programmable and supports the instruction sets of the latest 3D graphics standard APIs, Pixel Shader 3.0 and OpenGL|ES 2.0. The die contains about 1.7 M transistors, occupies 5 mm times 5 mm in 0.18 mum CMOS and dissipates 379 mW at 1.85 V. 相似文献
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本文针对三维人脑计算机图谱问题,采用线性插值算法,给出了一种可用于序列图象的高精度表面重建的层间轮廓线插值方法.该方法不仅对一般问题的效果良好,而且成功地解决了弹性插值中不能解决的示例.对一系列数据的实验结果表明,它是一种可行的层间轮廓线插值方法,对医学影像数据的三维重建和显示具有重要意义. 相似文献
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Xuyuan Xu Lai-Man Po Ka-Ho Ng Litong Feng Kwok-Wai Cheung Chun-Ho Cheung Chi-Wang Ting 《Signal Processing: Image Communication》2013,28(9):1023-1045
The quality of the synthesized views by Depth Image Based Rendering (DIBR) highly depends on the accuracy of the depth map, especially the alignment of object boundaries of texture image. In practice, the misalignment of sharp depth map edges is the major cause of the annoying artifacts at the disoccluded regions of the synthesized views. Conventional smooth filter approach blurs the depth map to reduce the disoccluded regions. The drawbacks are the degradation of 3D perception of the reconstructed 3D videos and the destruction of the texture in background regions. Conventional edge preserving filter utilizes the color image information in order to align the depth edges with color edges. Unfortunately, the characteristics of color edges and depth edges are very different which causes annoying boundaries artifacts in the synthesized virtual views. Recent solution of reliability-based approach uses reliable warping information from other views to fill the holes. However, it is not suitable for the view synthesis in video-plus-depth based DIBR applications. In this paper, a new depth map preprocessing approach is proposed. It utilizes Watershed color segmentation method to correct the depth map misalignment and then the depth map object boundaries are extended to cover the transitional edge regions of color image. This approach can handle the sharp depth map edges lying inside or outside the object boundaries in 2D sense. The quality of the disoccluded regions of the synthesized views can be significantly improved and unknown depth values can also be estimated. Experimental results show that the proposed method achieves superior performance for view synthesis by DIBR especially for generating large baseline virtual views. 相似文献
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实现目标实时动态追踪与识别是条纹管激光成像雷达中亟待解决的问题,针对条纹管激光成像雷达峰值探测三维重构算法运算时间长的问题,提出一种抽样插值目标三维重构算法,以一定的抽样率对条纹图像等间隔抽样并插值运算,再进行峰值特征提取运算。当抽样率为4%时,对于探测距离为706 m的目标,抽样双线性插值重构法的运算速度比原重构法提高了2.3倍,三维重构矩阵的相关系数约为0.99;抽样最近邻插值重构法的运算速度比原重构法提高了3.5倍,三维重构矩阵的相关系数约为0.98。实验结果表明所提算法可以提高目标三维重构速度,并且目标条纹图像帧幅数越多,目标三维重构速度改善效果越好。 相似文献
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Dynamic elastic interpolation for 3D medical image reconstruction from serial cross sections 总被引:8,自引:0,他引:8
An interpolation method is proposed for generating the intermediate contours between a start contour and a goal contour. Coupled with the display method for voxel-based objects, it provides a powerful tool for reconstructing the 3D object from serial cross sections. The method tries to fill in the lost information between two slices, assuming that there is smooth change between them. This is a reasonable assumption provided that the sampling is at least twice the Nyquist rate, in which case the result of the interpolation is expected to be very close to reality. One of the major advantages of this approach is its ability to handle the branching problem. Another major advantage is that after each intermediate contour is generated and sent to display device, there is no need to keep it in the memory unless the solid model will be used for further processing. Thus, the space complexity of this algorithm is relatively low. 相似文献
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In this paper, we propose an interpolation algorithm using a mathematical morphology morphing approach. The aim of this algorithm is to reconstruct the n-dimensional object from a group of (n - 1)-dimensional sets representing sections of that object. The morphing transformation modifies pairs of consecutive sets such that they approach in shape and size. The interpolated set is achieved when the two consecutive sets are made idempotent by the morphing transformation. We prove the convergence of the morphological morphing. The entire object is modeled by successively interpolating a certain number of intermediary sets between each two consecutive given sets. We apply the interpolation algorithm for three-dimensional tooth reconstruction. 相似文献
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基于单片DMD的裸眼立体显示的实现方法研究 总被引:1,自引:0,他引:1
目前基于平板显示的立体显示设备有很多,比如等离子显示(PDP)和液晶显示(LCD).这些显示设备在超过 50 英寸时,价格都非常昂贵.本文提出了一种新的基于单片 DMD 的裸眼立体显示的实现方法.在分析DLP的显示原理和利用水平视差产生立体图像的机理以及系统构件(高压汞灯、色轮、数字微镜、透镜组、屏幕等)的传输特性的基础上,使用一种算法,在 FPGA 中把输入的视频图像分解为带有视差的图像序列,分别送到 DMD;同时产生视差同步信号,驱动执行部件.这样,在 DLP 显示屏前一定的区域内可以裸眼观察到立体图像.其特点是:单片 DMD 大屏幕显示;裸眼显示(不需佩戴特殊眼镜),立体景深可调;不损失器件的物理分辨率. 相似文献
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立体电视研究现状与展望 总被引:3,自引:3,他引:0
介绍了立体电视技术的原理和立体显示方式,论述了立体电视的发展过程和研究现状,分析了目前立体电视发展中存在的问题,并介绍了中间视合成技术,最后展望了未来立体电视的发展方向. 相似文献