• Title/Summary/Keyword: Stereoscopic Display

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Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.44-55
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    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

A Novel 3D Display Using Reactive Mesogen Optical Elements

  • Su, Chun-Wei;Lien, Jan-Tien;Liu, Chun-Hsiu
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1361-1362
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    • 2009
  • We challenge to use reactive mesogen optical elements which can be coated inside LC cell. The reactive mesogens as retarder barrier requirements can be achieved between a high performance 2D mode and a low cross talk stereoscopic 3D mode. The fabrication of a 10.1" diagonal LCD which co-operates with a polarizer to from a parallax barrier, is described. In addition, the parallax barrier of reactive mesogens can easily control in mass production and can thus be coated as extremely LC cell, significantly reducing the thickness of LCD. Finally, we have successed to design a switchable 2D/3D displays using reactive mesogen optical elements which can be achieved 3D displays within glasses.

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Fast Stereoscopic 3D Broadcasting System using x264 and GPU (x264와 GPU를 이용한 고속 양안식 3차원 방송 시스템)

  • Choi, Jung-Ah;Shin, In-Yong;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.540-546
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    • 2010
  • Since the stereoscopic 3-dimensional (3D) video that provides users with a realistic multimedia service requires twice as much data as 2-dimensional (2D) video, it is difficult to construct the fast system. In this paper, we propose a fast stereoscopic 3D broadcasting system based on the depth information. Before the transmission, we encode the input 2D+depth video using x264, an open source H.264/AVC fast encoder to reduce the size of the data. At the receiver, we decode the transmitted bitstream in real time using a compute unified device architecture (CUDA) video decoder API on NVIDIA graphics processing unit (GPU). Then, we apply a fast view synthesis method that generates the virtual view using GPU. The proposed system can display the output video in both 2DTV and 3DTV. From the experiment, we verified that the proposed system can service the stereoscopic 3D contents in 24 frames per second at most.

Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2865-2874
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    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

A study of Polarization Modulator to Single-cell type in Polarized Glasses 3D Display System Using Binocular Parallax

  • Kong, Kyung-Bae;Kwon, Jung-Jang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.71-78
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    • 2019
  • Most 3D displays that are currently in the market adopt the binocular disparity method creating a different image for the left and right eye for a 3 dimensional effect. However, commercialized 3D image output devices lack in performance making it uncomfortable for the viewer and restrict the viewer to certain positions. In this paper, we propose a single-cell polarized lens type stereoscopic system which has a smaller viewing angle and reduced crosstalk, with improved light penetration compared to existing double-cell structures; and analyzed the single-cell polarized lens type stereoscopic system properties, and conducted an effect analysis of performance improvement compared to the dual-cell type. Results showed that the single-cell type had a 25% improved performance, and the 3D crosstalk index which is an important index for quality characteristics of stereoscopic systems, increased over about 37%, compared to the dual-cell type.

A study on characteristics related to texture, colour temperature and contrast ratio to improve the depth of stereoscopic images (깊이감 향상을 위한 질감, 색온도, 대비비 관련 특성 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.37-42
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    • 2018
  • With advancements in digital image production technology, the branch of stereoscopic image technology has also been undergoing active development. Accordingly, research and development on cutting-edge display products for mounting stereoscopic images are currently being pursued. There are various problems that can occur when viewing 3D images. Because viewers feel visual fatigue while perceiving the depth of the images provided via an artificial method, a negative human factor such as visual fatigue has become one of the most prominent concerns, especially as it is a factor that affects the ongoing maintenance of 3D images. Therefore, by identifying the factors affecting the depth of the graphic images provided in 2D images, and subsequently using this information to develop an image processing method, we conducted depth-related experiments and analysed them under the assumption that stereoscopic images could be reproduced without visual fatigue. Thus, we analysed the most significant factors related to depth and verified the interactions by performing depth-related factors-based ANOVA variance analysis by differentially applying the texture, colour temperature, and contrast ratio to graphic images. We determined the significance of the factors related to depth and proposed a method to improve depth based on an analysis of the results of the experiments conducted in this study.

Autostereoscopic Multiview 3D Display System based on Volume Hologram (체적 홀로그램을 이용한 무안경 다안식 3D 디스플레이 시스템)

  • 이승현;이상훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.12
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    • pp.1609-1616
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    • 2001
  • We present an autostereoscopic 3D display system using volume hologram. In this proposed system, the interference pattern of angular multiplexed plane reference and object beams are recorded into a volume hologram, which plays a role of guiding object beams of multi-view images into the desired perspective directions. For reconstruction, object beams containing the desired multi-view image information, which satisfy Bragg matching condition, are illuminated in the time-division multiplexed manner onto the crystal. Then multiple stereoscopic images are projected to the display plane for autostereoscopic 3D viewing. It is possible to make a high resolution multiview 3D display system independent upon the viewpoint.

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Implementation of an Emulator for the Integrated Image Reconstruction according to Distance (거리에 따른 집적 영상 복원을 지원하는 에뮬레이터의 구현)

  • Jang, Ha Eun;Lee, Eun Ji;Lee, Yeon Ju;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.548-556
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    • 2016
  • Integral imaging is an auto-stereoscopic display method that can produce 3D image of a finite viewing window through an array of micro elemental lenses. Integral imaging requires the pickup part of each elemental images acquisition and display part of reconstruction of the images. The successful reconstructed image depends on various parameters such as distance between lens arrays and display device, focal length of lenses, and a number of the array. In this paper, we present reconstruction emulator for display of Integral imaging in order to adjust parameters for 3D contents reconstruction and to observe the result from different configuration. Especially, we provide the user interface for the emulator to control the distance easily. We have confirmed through various experiments that the emulator adjusted the distance and could check error in the process of creating elemental images.

Augmented System for Immersive 3D Expansion and Interaction

  • Yang, Ungyeon;Kim, Nam-Gyu;Kim, Ki-Hong
    • ETRI Journal
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    • v.38 no.1
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    • pp.149-158
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    • 2016
  • In the field of augmented reality technologies, commercial optical see-through-type wearable displays have difficulty providing immersive visual experiences, because users perceive different depths between virtual views on display surfaces and see-through views to the real world. Many cases of augmented reality applications have adopted eyeglasses-type displays (EGDs) for visualizing simple 2D information, or video see-through-type displays for minimizing virtual- and real-scene mismatch errors. In this paper, we introduce an innovative optical see-through-type wearable display hardware, called an EGD. In contrast to common head-mounted displays, which are intended for a wide field of view, our EGD provides more comfortable visual feedback at close range. Users of an EGD device can accurately manipulate close-range virtual objects and expand their view to distant real environments. To verify the feasibility of the EGD technology, subject-based experiments and analysis are performed. The analysis results and EGD-related application examples show that EGD is useful for visually expanding immersive 3D augmented environments consisting of multiple displays.

Curved Screen Display Immersion Simulation System for Landscape Evaluation (경관평가를 위한 곡면스크린 방식의 몰입형 시뮬레이션 시스템)

  • Chang, Jong-Hyun;Kim, Choong-Sik;Lee, In-Sung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.3
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    • pp.61-68
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    • 2009
  • The objective of this study was to examine the possibility of utilizing the immersion stereoscopic image with a curved-screen-display as a tool for evaluating the landscape. The curved-screen-display ensures the continuity of the image and can be simultaneously evaluated by many people. Fifty-meter-wide Gangnamdaero Boulevard in Seoul was selected for this study, and the simulation was done using computer graphics. With the computer simulation, a questionnaire on landscape preferences was conducted according to different visual environments (immersion, non-immersion) and different projection types(stereoscopic or plane image). In the results of this study, the landscape preference was largely dependent on the immersion environment. Using the immersion-type simulation, the observer can easily evaluate the preference with higher judgment power. The stereoscope or plane projection type does not have any significant result in terms of its judgment power. This result implies that it is very important to strengthen the sense of immersion by expanding the screen into an angled view in which the observer can become immersed while making and projecting the simulation to evaluate the landscape. As a landscape evaluation tool for examining the efficiency and usefulness of immersion simulation, this study has limitations in that it controls many factors in street landscape that adversely affect judgment. Accordingly, a detailed comparison and verification of the stereoscopic image in various environments, including street width and building height ratio, must be conducted.