• Title/Summary/Keyword: 3D Depth

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On the Study of Initializing Extended Depth of Focus Algorithm Parameters (Extended Depth of Focus 알고리듬 파라메타 초기설정에 관한 연구)

  • Yoo, Kyung-Moo;Joo, Hyo-Nam;Kim, Joon-Seek;Park, Duck-Chun;Choi, In-Ho
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.625-633
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    • 2012
  • Extended Depth of Focus (EDF) algorithms for extracting three-dimensional (3D) information from a set of optical image slices are studied by many researches recently. Due to the limited depth of focus of the microscope, only a small portion of the image slices are in focus. Most of the EDF algorithms try to find the in-focus area to generate a single focused image and a 3D depth image. Inherent to most image processing algorithms, the EDF algorithms need parameters to be properly initialized to perform successfully. In this paper, we select three popular transform-based EDF algorithms which are each based on pyramid, wavelet transform, and complex wavelet transform, and study the performance of the algorithms according to the initialization of its parameters. The parameters we considered consist of the number of levels used in the transform, the selection of the lowest level image, the window size used in high frequency filter, the noise reduction method, etc. Through extended simulation, we find a good relationship between the initialization of the parameters and the properties of both the texture and 3D ground truth images. Typically, we find that a proper initialization of the parameters improve the algorithm performance 3dB ~ 19dB over a default initialization in recovering the 3D information.

Depth perception enhancement based on chromostereopsis in a 3D display

  • Hong, JiYoung;Lee, HoYoung;Park, DuSik;Kim, ChangYeong
    • Journal of Information Display
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    • v.13 no.3
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    • pp.101-106
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    • 2012
  • This study was conducted to enhance the cubic effect by representing an image with a sense of three-dimensional (3D) depth, using chromostereopsis, among the characteristics of human visual perception. An algorithm that enhances the cubic effect, based on the theory that the cubic effect of the chromostereoptic effect and the chromostereoptic reversal effect depends on the lightness of the background, classifies the layers of the 3D image input into the foreground, middle, and background layers according to the depth of the image input. It suits the characteristics of human visual perception because it controls the color factor that was adaptively detected through experiments on each layer; and it can achieve an enhanced cubic effect that is suitable for the characteristics of the image input.

Convenient View Calibration of Multiple RGB-D Cameras Using a Spherical Object (구형 물체를 이용한 다중 RGB-D 카메라의 간편한 시점보정)

  • Park, Soon-Yong;Choi, Sung-In
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.8
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    • pp.309-314
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    • 2014
  • To generate a complete 3D model from depth images of multiple RGB-D cameras, it is necessary to find 3D transformations between RGB-D cameras. This paper proposes a convenient view calibration technique using a spherical object. Conventional view calibration methods use either planar checkerboards or 3D objects with coded-pattern. In these conventional methods, detection and matching of pattern features and codes takes a significant time. In this paper, we propose a convenient view calibration method using both 3D depth and 2D texture images of a spherical object simultaneously. First, while moving the spherical object freely in the modeling space, depth and texture images of the object are acquired from all RGB-D camera simultaneously. Then, the external parameters of each RGB-D camera is calibrated so that the coordinates of the sphere center coincide in the world coordinate system.

Time Series Evaluation of Visual Fatigue and Depth Sensation Using a Stereoscopic Display

  • Kim, Sang-Hyun;Kishi, Shinsuke;Kawai, Takashi;Hatada, Toyohiko
    • Journal of Information Display
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    • v.10 no.4
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    • pp.188-194
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    • 2009
  • Conventional stereoscopic (3D) displays using binocular parallax generate unnatural conflicts between convergence and accommodation. These conflicts can affect the observer's ability to fuse binocular images and may cause visual fatigue. In this study, time series changes in visual fatigue and depth sensation when viewing stereoscopic images with changing parallax were examined. In particular, the physiological changes, including the subjective symptoms of visual fatigue, when viewing five parallax conditions, were examined. Then a comparative analysis of the 2D and 3D conditions was performed based on the visual function. To obtain data regarding the visual function, the time series changes in the spontaneous-blinking rate before and during the viewing of 3D images were measured. The time series change results suggest that 2D and 3D images cause significantly different types of visual fatigue over the range of binocular disparity.

Multi-scale 3D Panor ama Content Augmented System using Depth-map

  • Kim, Cheeyong;Kim, Eung-Kon;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.733-740
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    • 2014
  • With the development and spread of 3D display, users can easily experience an augmented reality with 3D features. Therefore, the demand for content of an augmented reality is exponentially growing in various fields. A traditional augmented reality environment was generally created by CG(Computer Graphics) modelling production tools. However, this method takes too much time and efforts to create an augmented environment. To create an augmented environment similar to the real world, everything in the real world should be measured, gone through modeling, and located in an augmented environment. But the time and efforts spent in the creation don't produce the same environment as the real world, making it hard for users to feel the sense of reality. In this study, multi-scale 3D panorama content augmented system is suggested by using a depth-map. By finding matching features from images to add 3D features to an augmented environment, a depth-map is derived and embodied as panorama, producing high-quality augmented content system with a sense of reality. With this study, limits of 2D panorama technologies will be overcome and a sense of reality and immersion will be provided to users with a natural navigation.

Low-Resolution Depth Map Upsampling Method Using Depth-Discontinuity Information (깊이 불연속 정보를 이용한 저해상도 깊이 영상의 업샘플링 방법)

  • Kang, Yun-Suk;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.10
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    • pp.875-880
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    • 2013
  • When we generate 3D video that provides immersive and realistic feeling to users, depth information of the scene is essential. Since the resolution of the depth map captured by a depth sensor is lower than of the color image, we need to upsample the low-resolution depth map for high-resolution 3D video generation. In this paper, we propose a depth upsampling method using depth-discontinuity information. Using the high-resolution color image and the low-resolution depth map, we detect depth-discontinuity regions. Then, we define an energy function for the depth map upsampling and optimize it using the belief propagation method. Experimental results show that the proposed method outperforms other depth upsampling methods in terms of the bad pixel rate.

Research on Robustness of 2D DWT-Based Watermarking in Intermediate Viewpoint by 3D Warping

  • Park, Scott;Choi, Hyun-Jun;Yang, Won-Jae;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of information and communication convergence engineering
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    • v.12 no.3
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    • pp.173-180
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    • 2014
  • This paper investigates the robustness of watermarking techniques for stereo or multi-view images generated from texture and depth images. A three-dimensional (3D) warping technique is applied to texture and depth images to generate stereo or multi-view images for a 3D display. By using the 3D warping technique, in this paper, we developed watermarking techniques and evaluated the robustness of these techniques that can extract watermarks from texture images even when the viewpoints are moved. A depth image is used to generate a stereo image with the largest viewpoint difference to the left and right. The overlapping region in the stereo image that does not disappear after warping is then obtained, and DWT is applied to this region to embed a watermark in the LL sub-band. The proposed watermarking techniques were found to yield bit error rates of about 3%-16% when they were applied to stereo images generated from texture and depth images. Furthermore, the results showed that the copyright could be seen when the extracted watermark was visually confirmed.

Continuous depth expression in double-layer 3D display

  • Kim, Yong-Seok;Seo, Jong-Wook
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.734-736
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    • 2008
  • A method to make the near and far images for a double layer 3D display system to create continuous depth illusion has been studied. The luminance ratio between the near and far images should be allocated based on the tone reproduction characteristics of the display systems.

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Depth Compression for Multi-View Sequences Using 3-D Mesh Representation (3-D 메쉬 모델을 이용한 다시점 영상의 깊이 정보 압축)

  • Jung, Il-Lyong;Kim, Chang-Su
    • Proceedings of the IEEK Conference
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    • 2007.07a
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    • pp.203-204
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    • 2007
  • In this work, we propose a compression algorithm for depth images, which are obtained from multi-view sequences. The proposed algorithm represents a depth image using a 3-D regular triangular mesh and predictively encodes the mesh vertices using a linear prediction scheme. The prediction errors are encoded with a arithmetic coder. Simulation results demonstrate that the proposed algorithm provides better performances than the JPEG2000 lossless coder.

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