{"title":"在可负担的虚拟环境系统中减少光串扰","authors":"S. Klimenko, I. Nikitin, L. Nikitina","doi":"10.1109/CYBER.2003.1253441","DOIUrl":null,"url":null,"abstract":"We have implemented a scheme for elimination of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen; non-ideality of polarizing filters; mixing of left- and right-eye images in a change of relative orientation of the filters. These effects lead to strong violations in stereo-perception (known as \"ghosts\"). They can be eliminated by software methods, using linear filtering of the image before its projection to the screen, based on the formula L' = L -/spl alpha/R, R' = R -/spl alpha/L , where L, R are images, destined for the left and right eye respectively, /spl alpha/ is constant, defining intensity of the ghosts. This receipt, in theory leading to exact compensation of the ghosts, in practice possesses certain limitations, which allow not complete elimination but only strong suppression of the ghosts, at very careful calibration of the system. We have implemented this algorithm in VE system Avango by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"85 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Reducing optical crosstalk in affordable systems of virtual environment\",\"authors\":\"S. Klimenko, I. Nikitin, L. Nikitina\",\"doi\":\"10.1109/CYBER.2003.1253441\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We have implemented a scheme for elimination of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen; non-ideality of polarizing filters; mixing of left- and right-eye images in a change of relative orientation of the filters. These effects lead to strong violations in stereo-perception (known as \\\"ghosts\\\"). They can be eliminated by software methods, using linear filtering of the image before its projection to the screen, based on the formula L' = L -/spl alpha/R, R' = R -/spl alpha/L , where L, R are images, destined for the left and right eye respectively, /spl alpha/ is constant, defining intensity of the ghosts. This receipt, in theory leading to exact compensation of the ghosts, in practice possesses certain limitations, which allow not complete elimination but only strong suppression of the ghosts, at very careful calibration of the system. We have implemented this algorithm in VE system Avango by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.\",\"PeriodicalId\":130458,\"journal\":{\"name\":\"Proceedings. 2003 International Conference on Cyberworlds\",\"volume\":\"85 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2003-12-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. 2003 International Conference on Cyberworlds\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CYBER.2003.1253441\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. 2003 International Conference on Cyberworlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CYBER.2003.1253441","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
我们实现了一种消除被动立体投影系统中去极化伪影的方案。这些问题的出现是由于立体投影设备的不完善:由于从屏幕反射或由于通过屏幕而导致光去极化;偏振滤光片的非理想性;通过改变滤镜的相对方向来混合左眼和右眼图像。这些效果会严重破坏立体感知(即所谓的“幽灵”)。它们可以通过软件方法消除,在图像投影到屏幕之前,根据公式L' = L -/spl alpha/R, R' = R -/spl alpha/L,其中L, R是分别用于左眼和右眼的图像,/spl alpha/是恒定的,定义了鬼影的强度。这种接收,在理论上导致鬼影的精确补偿,在实践中有一定的局限性,在非常仔细地校准系统时,不能完全消除而只能强烈地抑制鬼影。我们在VE系统Avango中通过纹理映射的方式实现了该算法。所有必要的操作都由图形板执行,从而提供实时渲染速率。所描述的方法大大提高了立体感知的稳定性,使高质量的虚拟环境性能在价格合理的设备上成为可能。
Reducing optical crosstalk in affordable systems of virtual environment
We have implemented a scheme for elimination of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen; non-ideality of polarizing filters; mixing of left- and right-eye images in a change of relative orientation of the filters. These effects lead to strong violations in stereo-perception (known as "ghosts"). They can be eliminated by software methods, using linear filtering of the image before its projection to the screen, based on the formula L' = L -/spl alpha/R, R' = R -/spl alpha/L , where L, R are images, destined for the left and right eye respectively, /spl alpha/ is constant, defining intensity of the ghosts. This receipt, in theory leading to exact compensation of the ghosts, in practice possesses certain limitations, which allow not complete elimination but only strong suppression of the ghosts, at very careful calibration of the system. We have implemented this algorithm in VE system Avango by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.