Virtual Reality 3D home applications
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Transcript of Virtual Reality 3D home applications
3D Home Technology
Introduction
Capturing 3D scenery
Processing the captured data
Displaying the results for 3D viewing
Conclusion
Several fields in auto- stereoscopic 3D Home technology :
3D home projectors 3D TV 3D computers screens 3d mobile phones...
Focus on the 3D TV for this presentation.
More precisely on one kind of 3D TV using lenticular lenses:
Phillips WOW auto-stereoscopic 3D display products
Two main approches :
Use multiple traditional cameras
One video associated to a per-pixel depth map
Objective : recording the same scene form different points of views.
Advantage :▪ providing exact views for each eye
Disadvantage :▪ can be optimized only for one receiver configuration
(size and number of views of the display)▪ the amount of data necessary to transmit the
information of the two monoscopic color video is quite important.
Objective : using only a 2D picture/video associated to a map representing the depth of the scene.
Advantage:▪ Don’t need a geometric model of the
model/environement▪ Can be done proportionally to screen size.
Disadvantage:▪ Visual artefacts are created during the warping.
Depth-image-based rendering (DIBR)
Techniques to allow depth perception from a monoscopic video + per-pixel depth information.
Create one or more “virtual” views of the 3D scene.
3D Image Warping : “warp” the pixels of the image so they appear in the correct place for a new viewpoint.
Creation of 2 virtual views :
Pinhole camera model : define a mapping from image to rays in space (one center of projection)
Each image-space point can be placed into one-to-one correspondence with a ray that originates from the Euclidean-space origin.
This mapping function from image-space coordinates to rays can be described with a linear system:
Two different centers of projection (C1 and C2) linked by rays to one point X.
Form the right image : X1 determine a ray d1 via the pinhole camera maping with
From the left image we have :
Therefore the coordinate of the point X can be expressed as :
Where t1 and t2 are unknown scaling factors for the vector from the origin to the viewing point which make it coincident with the point X.
t2/t1 = 1 :
McMillan & Bishop Warping Equation :
Per-pixel distance values are used to warp pixels to the proper locationdeppending on the curent eye postion.
Main problem of warping : the horizontal changes in the death map reveals aeras that are occluded in the original view and become visible in some virtual views.
To resolve this problem, filters and extrapolation techniques are used to fill this occlusions.
In pink : the newly exposed aerascorresponding to the new virtual camera
Some examples of pre-processing for the depth map:
Smoothing of Depth Map: To reduce the holes, smoothing the depth map with smooth filters like
average filters or Gaussian filters. They remove the sharp dicontinuities from depth image.
Reshaping the dynamic range of the Depth Map: Expands dynamic range of higher depth values and compress lower
ones improve the rendering quality.
Butterflies 2D plus depth
Butterflies 3D
AI broken 2D plus depth
lenticular lenses
Basics for 3D viewing : two images, one for the left and one for the right eye.
lenticular lenses technology :
The both images are projected in different direction, so each one is correpondign to one eye.
The lenses array generates a parallax difference
Series of viewing spots with transitions
The technology presented before is one of the most developped for the 3D home technology and is predicted to become accessible to the public in the next years.
The capturing and processing techniques used are flexible to fit with the display receiver.
Any 2D scene can be converted in a 3D display.
Sources :
SIGGRAPH ’99 course notes by Leonard McMillan A 3D-TV Approach Using Depth-Image-Based Rendering (DIBR) by CHRISTOPH
FEHN Distance Dependent Depth Filtering in 3D Warping
for 3DTV by Ismaäel Daribo, Christophe Tillier and Beatrice Pesquet-Popescu
Questions ?