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2013 International Conference on 3D Imaging最新文献

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Obstacle detection for pedestrians with a visual impairment based on 3D imaging 基于三维成像的视障行人障碍物检测
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732091
M. Vlaminck, L. Jovanov, P. V. Hese, B. Goossens, W. Philips, A. Pižurica
According to the World Health Organisation, 285 million people live with a visual impairment. Despite the fact that many efforts have been made recently, there is still no computer-guided system that is reliable, robust and practical enough to help these people to increase their mobility. Motivated by this shortcoming, we propose a novel obstacle detection system to assist the visually impaired. This work mainly focuses on indoor environments and performs classification of typical obstacles that emerge in these situations, using a 3D sensor. A total of four classes of obstacles are considered: walls, doors, stairs and a residual class (which covers loose obstacles and bumpy parts on the floor). The proposed system is very reliable in terms of the detection accuracy. In a realistic experiment, stairs are detected with 100% true positive rate and 8.6% false positive rate, while doors are detected with 86.4% true positive rate and 0% false positive rate.
根据世界卫生组织的数据,全球有2.85亿人患有视力障碍。尽管最近已经做出了很多努力,但仍然没有一个可靠、健壮和实用的计算机引导系统来帮助这些人增加他们的行动能力。针对这一缺陷,我们提出了一种新的障碍物检测系统来帮助视障人士。这项工作主要集中在室内环境,并使用3D传感器对在这些情况下出现的典型障碍物进行分类。总共考虑了四类障碍物:墙壁、门、楼梯和残余类(包括松散的障碍物和地板上凹凸不平的部分)。该系统在检测精度上是非常可靠的。在实际实验中,楼梯的真阳性率为100%,假阳性率为8.6%,门的真阳性率为86.4%,假阳性率为0%。
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引用次数: 27
Detection and correction of disparity estimation errors via supervised learning 基于监督学习的视差估计误差检测与校正
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732078
C. Varekamp, K. Hinnen, W. Simons
We propose a supervised learning method for detecting disparity estimation errors in a disparity map. A classifier is trained using features of low computational complexity. The proposed method can in principle be used to improve the performance of any disparity estimation algorithm. The results presented in this paper are therefore of general interest for those working on disparity estimation. In addition, our method solves the problem of needing a large variation of input stereo video with ground truth disparity. In our approach, we visually inspect a disparity map and manually annotate blocks that appear to be errors and blocks that appear to be correct. We then train a classifier to do this work automatically. Recursive predictions are used to correct errors. Our manual annotation approach has the advantage that `ground truth' data is generated via low-cost annotation of arbitrary stereo video.
我们提出了一种监督学习方法来检测视差图中的视差估计误差。分类器是使用低计算复杂度的特征来训练的。该方法原则上可用于提高任何视差估计算法的性能。因此,本文提出的结果对从事视差估计工作的人具有普遍的兴趣。此外,我们的方法还解决了输入立体视频需要大变化的问题。在我们的方法中,我们可以直观地检查视差图,并手动注释看起来是错误的块和看起来是正确的块。然后我们训练一个分类器来自动完成这项工作。递归预测用于纠正错误。我们的手动标注方法的优点是,“地面真实”数据是通过对任意立体视频的低成本标注生成的。
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引用次数: 3
Misperception of rotational motion images displayed with and without stereoscopy 旋转运动图像的错觉显示与不立体
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732087
Shu Matsuura
Stereoscopic 3D (S3D) display is beneficial for educational purposes, although visual fatigue remains an issue for practical use. To avoid this, we have introduced an intermittent S3D exposure method. In order to clarify detailed effects of pictorial cues in 2D and S3D, this study introduces a rotating lines perception test, in which the random rotational motion of two lines provides pictorial cues in non-S3D. In the test, participants are asked to distinguish depths of the lines after rotation with and without S3D display. Sequences of perception scores were translated into a one-dimensional walk. The perception trajectories of low success rates were found to be similar to Brownian motion, and trajectories of higher success rates showed negatively correlated fluctuations, implying the suppression of failures. Introduction of S3D led a shift from non to negatively correlated fluctuations. Further, small angle-rotation was found to affect perception with high scores. This effect was reduced by S3D. Finally, small depth-separation was found to remain an evident factor of misperception, even under S3D. These results suggest that non-S3D works well if the viewer is sufficiently careful about the spatial structure. The S3D provides detailed spatial perception with less cognitive load, even if it is exposed for a short time.
立体3D (S3D)显示有利于教育目的,尽管视觉疲劳在实际使用中仍然是一个问题。为了避免这种情况,我们引入了间歇式S3D曝光方法。为了明确2D和S3D图像线索的详细效果,本研究引入了旋转线条感知测试,其中两条线条的随机旋转运动提供了非S3D图像线索。在测试中,参与者被要求在有S3D显示和没有S3D显示的情况下区分旋转后的线条深度。感知得分序列被转换成一维行走。发现低成功率的感知轨迹与布朗运动相似,高成功率的感知轨迹呈现负相关波动,暗示失败受到抑制。引入S3D导致了从非相关波动到负相关波动的转变。此外,小角度旋转被发现影响高得分的感知。S3D降低了这种影响。最后,即使在S3D下,小深度分离仍然是一个明显的误解因素。这些结果表明,如果观看者对空间结构足够小心,非s3d效果很好。即使暴露时间较短,S3D也能以较少的认知负荷提供详细的空间感知。
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引用次数: 1
Large-scale color holographic display capable of steering view window 大规模彩色全息显示,可转向视图窗口
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732083
Hyun-Eui Kim, Minsik Park, B. Chae, Joonku Hahn, Hwi Kim, Cheong Hee Park, Kyungae Moon, Jinwoong Kim
We present optical fiber based large-scale color holographic three-dimensional display using a pupil tracking technique for wide viewing angle display applications. One of the limitations in implementing a large-scale holographic three-dimensional display is the restrictive space-bandwidth product of the spatial light modulator. In our proposed method, motor control system for steering optical fibers as a light guide and pupil tracking system are used to overcome the limitation of space-bandwidth product by steering the view window according to a position of the pupil of the observer. The proposed method employing the holographic stereogram in order to deliver two holographic patterns of different perspectives of a 3D scene to both eyes of the observer, which successfully provides both of the accommodation and binocular disparity.
我们提出了一种基于光纤的大规模彩色全息三维显示器,该显示器采用瞳孔跟踪技术用于宽视角显示。空间光调制器的空间带宽限制是实现大规模全息三维显示的限制之一。在我们提出的方法中,利用运动控制系统的转向光纤作为光导和瞳孔跟踪系统来克服空间带宽乘积的限制,根据观察者瞳孔的位置来转向视图窗口。该方法利用全息立体图将三维场景的两个不同视角的全息图案传递给观察者的两只眼睛,成功地提供了调节和双眼视差。
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引用次数: 0
Stereo matching architecture for 3D pose/gesture recognition and distance-measuring application 用于三维姿态/手势识别和距离测量应用的立体匹配架构
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732095
Hsueh-Yi Lin, Po-Kuan Huang, Tung-Yang Lin, K. Chang, Chi-Hao Wu, Chin-Chun Hsiao, C.-K. Liao
Stereo matching technique has been extensively investigated for depth map extraction, while most depth-map applications (such as 3D gaming, vehicle collision detection, etc.) adopt active scan systems to measure the distance. It is challenging to design an efficient hardware architecture of stereo matching which meets the real-time/high-resolution requirement. Moreover, external factors such as lighting condition, variance of lens distortion, and stereo image misalignment may impact the accuracy of the depth measurement significantly. To address these issues, we propose a real-time stereo matching architecture which is optimized for the accuracy of pose/gesture recognition and vehicle collision detection. The proposed architecture features sub-pixel estimation and programmable features in lens distortion, misalignment, lighting factor, working range, and refinement parameters. FPGA implementation of the proposed architecture produces stable depth map stream, reaching 1920×1080 image resolution at 60fps.
立体匹配技术在深度图提取中得到了广泛的研究,而大多数深度图应用(如3D游戏、车辆碰撞检测等)采用主动扫描系统来测量距离。设计一种满足实时性和高分辨率要求的高效立体匹配硬件体系结构是一个挑战。此外,外界因素如光照条件、透镜畸变的变化、立体图像的不对准等都会显著影响深度测量的精度。为了解决这些问题,我们提出了一种实时立体匹配架构,该架构针对姿态/手势识别和车辆碰撞检测的准确性进行了优化。所提出的架构具有亚像素估计和镜头畸变、不对准、光照因素、工作范围和细化参数的可编程特性。FPGA实现所提出的架构产生稳定的深度图流,在60fps下达到1920×1080图像分辨率。
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引用次数: 2
The oval sphere vs. the flat canvas 椭圆形球体vs.平面画布
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732074
Yong Liu
3D cinema is heading towards self-sufficient maturity both technically and aesthetically. In this paper, I will undertake a comparative analysis of the distinctions between 3D and 2D cinema based on a correlation between techniques of production and perceptual physiologies. Moreover, with reference to Siegfried Kracauer's classic remark about cinematic ontology that “the nature of film is the redemption of physical reality” (1961), I will argue for 3D's greater ability to retrieve “physical reality” than 2D cinema through ontological comparisons between the two media. I will further elicit aesthetic values for 3D cinema based on the above argument and illustrate the grounds of artistic differentiation between 3D and 2D visuality and viscerality by comparing the extreme slow motion aesthetics utilised in brutally violent scenes in Dredd 3D (2012) with those in the 2D film Killing Them Softly (2012).
3D电影在技术和美学上都走向自给自足的成熟。在本文中,我将基于制作技术和感知生理学之间的相关性,对3D和2D电影之间的区别进行比较分析。此外,参考齐格弗里德·克拉考尔(Siegfried Kracauer)关于电影本体论的经典评论“电影的本质是对物理现实的救赎”(1961),我将通过对两种媒体的本体论比较来论证3D比2D电影更能检索“物理现实”。在以上论述的基础上,我将进一步引出3D电影的美学价值,并通过比较《惊魂3D》(2012)和2D电影《温柔杀戮》(2012)中使用的极端慢动作美学,来说明3D和2D视觉性和内脏性艺术区分的依据。
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引用次数: 1
Cyber (motion) sickness in active stereoscopic 3D gaming 主动立体3D游戏中的晕动症
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732090
Karim Benzeroual, R. Allison
Mass-market stereoscopic 3D gaming has recently become a reality on both gaming consoles and PCs. At the same time the success of devices such as the Nintendo Wii, Nintendo Wii Balance Board, Sony Move and Microsoft Kinect have made active movement of the head, limbs and body a key means of interaction in many games. We hypothesized that players may be more prone to cybersickness symptoms in stereoscopic 3D games based on active movement compared to similar games played with controllers or other devices, which do not require physical movement of the body with the exception of the hands and fingers. Two experimental games were developed to test this hypothesis while keeping other parameters as constant as possible. For the disorientation and oculomotor cybersickness subscales and the overall score of the Simulator Sickness Questionnaire, a significant interaction between display mode (S3D versus non-stereoscopic) and motion sickness susceptibility was found. However, contrary to our hypothesis, there was no indication that participants were particularly susceptible to cybersickness in S3D motion controller games.
大众市场的立体3D游戏最近在游戏机和个人电脑上都成为现实。与此同时,任天堂Wii、任天堂Wii平衡板、索尼Move和微软Kinect等设备的成功,使头部、四肢和身体的主动运动成为许多游戏中互动的关键手段。我们假设玩家在基于主动运动的立体3D游戏中可能更容易出现晕屏症状,而在用控制器或其他设备玩的类似游戏中,除了手和手指外,这些游戏不需要身体的物理运动。我们开发了两个实验游戏来测试这一假设,同时尽可能保持其他参数不变。在定向障碍和眼动晕动病分量表以及模拟晕动病问卷的总分中,显示模式(S3D与非立体)与晕动病易感性之间存在显著的交互作用。然而,与我们的假设相反,没有迹象表明参与者在S3D运动控制器游戏中特别容易晕机。
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引用次数: 11
Pre-processing of holoscopic 3D image for autostereoscopic 3D displays 用于自立体三维显示器的全息三维图像预处理
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732100
M. Swash, A. Aggoun, O. Fatah, Bei Li, J. C. Fernandez, E. Alazawi, Emmanuel Tsekleves
Holoscopic 3D imaging also known as Integral imaging is an attractive technique for creating full color 3D optical models that exist in space independently of the viewer. The constructed 3D scene exhibits continuous parallax throughout the viewing zone. In order to achieve depth control, robust and real-time, a single aperture holoscopic 3D imaging camera is used for recording holoscopic 3D image using a regularly spaced array of microlens arrays, which view the scene at a slightly different angle to its neighbor. However, the main problem is that the microlens array introduces a dark borders in the recorded image and this causes errors at playback on the holoscopic 3D Display. This paper proposes a reference based pre-processing of holoscopic 3D image for autostereoscopic holoscopic 3D displays. The proposed method takes advantages of microlens as reference point to detect amount of introduced dark borders and reduce/remove them from the holoscopic 3D image.
全息3D成像也被称为积分成像是一种有吸引力的技术,用于创建独立于观看者存在的空间中的全彩3D光学模型。所构建的3D场景在整个观看区呈现连续视差。为了实现深度控制、鲁棒性和实时性,采用单孔径全息3D成像相机记录全息3D图像,微透镜阵列阵列的排列间隔规律,观察场景的角度与相邻微透镜阵列略有不同。然而,主要的问题是微透镜阵列在记录的图像中引入了暗边界,这会导致在全息3D显示器上播放时出现错误。提出了一种基于参考的全息三维图像预处理方法,用于自立体全息三维显示。该方法利用微透镜作为参考点,检测全息三维图像中引入的暗边界的数量,并将其减少或去除。
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引用次数: 13
Light budget study for a multiplanar volumetric 3D display 多平面三维立体显示器的光预算研究
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732099
K. Osmanis, G. Valters, I. Osmanis
Light budget of multi planar volumetric 3D display has been analyzed. Projection system based on solid state RGB light sources has been considered to be most appropriate for future use. In order to enable different light modulation modes solid state LED sources have been selected for light budget analysis.
分析了多平面立体显示的光预算。基于固态RGB光源的投影系统被认为是最适合未来使用的。为了实现不同的光调制模式,选择固态LED光源进行光预算分析。
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引用次数: 2
Perceptual compensation mechanisms when viewing stereoscopic 3D from an oblique angle 从倾斜角度观看立体3D时的感知补偿机制
Pub Date : 2013-12-01 DOI: 10.1109/IC3D.2013.6732086
Paul Hands, J. Read
Mathematically, 3D content should appear distorted unless viewed from the position the content was produced for. However, 3D content regularly gets viewed from incorrect angles, not perpendicular to the screen as intended. This distortion is not noticed, or at least does not affect the impression of 3D. This may be because a compensation mechanism known to exist with 2D content extends to 3D.Using canonical-form testing, we show that 3D content can appear warped when viewed from oblique angles, but the effect is small and non-stereo cues help to restore the effect.
从数学上讲,除非从制作内容的位置观看,否则3D内容应该是扭曲的。然而,3D内容经常从错误的角度观看,而不是像预期的那样垂直于屏幕。这种失真不会被注意到,或者至少不会影响3D的印象。这可能是因为已知存在于2D内容的补偿机制扩展到了3D。使用标准形式测试,我们表明3D内容在从倾斜角度观看时可能出现扭曲,但效果很小,非立体线索有助于恢复效果。
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引用次数: 4
期刊
2013 International Conference on 3D Imaging
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