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- Front Matter: Volume 8288
- 3D Applications
- 3D Cameras and Mobile 3D
- Autostereoscopic Displays: Multi-Layer and Multi-Projector
- 3D Image Processing and Content Adaptation
- 3D Developments
- Perception, Quality, and Comfort
- Autostereoscopy
- 3D Image Quality: Crosstalk
- Stereoscopic 3D Image Quality: Quantifying Perception and Comfort: Joint Session with Conference 8291
- 3D Games
- 3D Cinema
- Stereoscopic Displays
- Autostereoscopic Displays: Advances and Analysis
- Interactive Paper Session: Stereoscopic Perception and Quality
- Interactive Paper Session: 3D Displays
- Interactive Paper Session: Multiview Image Methods
- Interactive Paper Session: Stereoscopic Image Methods
- Interactive Paper Session: Stereoscopic Applications
Front Matter: Volume 8288
Front Matter: Volume 8288
Show abstract
This PDF file contains the front matter associated with SPIE Proceedings Volume 8288, including the Title Page, Copyright information, Table of Contents, Introduction, and the Conference Committee listing
3D Applications
Stereoscopic desktop VR system for telemaintenance
Show abstract
Tele-cooperation for maintenance is usually supported by synchronous audio but only asynchronous video exchange
when only limited bandwidth is available. We present an alternative approach for such a collaborative
maintenance task. By utilizing techniques and technologies from Augmented Reality (AR) applications our approach
can provide a synchronous shared visual context for the collaborators without a direct video link but
through a Desktop VR system. To increase the spatial presence of the remote expert we employ stereoscopic
displays. The effectiveness of a stereoscopic 3D system for orientation and localization was evaluated in an abstract
experiment. In a more practical experiment the stereoscopic VR system was also evaluated by automobile
mechanics. The benefits of stereoscopic Desktop VR systems were shown in both experiments.
3D Cameras and Mobile 3D
Angle-sensitive pixels: a new paradigm for low-power, low-cost 2D and 3D sensing
Albert Wang,
Sheila S. Hemami,
Alyosha Molnar
Show abstract
Angle-sensitive pixels are micro-scale devices which capture information about both the intensity and incident angle of
the light they see. These pixels acquire a richer description of incident light that conventional intensity-sensitive pixels.
We provide a mathematical framework for analyzing the imaging capability of these pixels and demonstrate that they
provide a response similar to one component of a 2D Hartley transform in angle, with a distinct frequency and
orientation. By using several kinds of different pixels throughout an image sensor, we obtain a full, low-order Hartley
transform of local angle, which is mapped to a local, spatial Hartley transform by a conventional camera lens. Based on
these principles, we demonstrate a light-field camera using an image sensor composed of angle-sensitive pixels and a
conventional camera lens. Single images captured by our camera can be directly used for both computational refocus for
enhanced depth of field and depth map generation. The algorithms used for these tasks are simple and take advantage of
the transform-based nature of angle-sensitive pixel based image capture.
Polarizing aperture stereoscopic cinema camera
Show abstract
The art of stereoscopic cinematography has been held back because of the lack of a convenient way to reduce the stereo
camera lenses' interaxial to less than the distance between the eyes. This article describes a unified stereoscopic camera
and lens design that allows for varying the interaxial separation to small values using a unique electro-optical polarizing
aperture design for imaging left and right perspective views onto a large single digital sensor (the size of the standard
35mm frame) with the means to select left and right image information. Even with the added stereoscopic capability the
appearance of existing camera bodies will be unaltered.
Single lens dual-aperture 3D imaging system: color modeling
Show abstract
In an effort to miniaturize a 3D imaging system, we created two viewpoints in a single objective lens camera. This was
accomplished by placing a pair of Complementary Multi-band Bandpass Filters (CMBFs) in the aperture area. Two key
characteristics about the CMBFs are that the passbands are staggered so only one viewpoint is opened at a time when
a light band matched to that passband is illuminated, and the passbands are positioned throughout the visible
spectrum, so each viewpoint can render color by taking RGB spectral images. However, each viewpoint takes a
different spectral image from the other viewpoint hence yielding a different color image relative to the other. This
color mismatch in the two viewpoints could lead to color rivalry, where the human vision system fails to resolve two
different colors. The difference will be closer if the number of passbands in a CMBF increases. (However, the number
of passbands is constrained by cost and fabrication technique.) In this paper, simulation predicting the color mismatch
is reported.
Unassisted 3D camera calibration
Show abstract
With the rapid growth of 3D technology, 3D image capture has become a critical part of the 3D feature set
on mobile phones. 3D image quality is affected by the scene geometry as well as on-the-device processing. An
automatic 3D system usually assumes known camera poses accomplished by factory calibration using a special
chart. In real life settings, pose parameters estimated by factory calibration can be negatively impacted by
movements of the lens barrel due to shaking, focusing, or camera drop. If any of these factors displaces the
optical axes of either or both cameras, vertical disparity might exceed the maximum tolerable margin and the
3D user may experience eye strain or headaches. To make 3D capture more practical, one needs to consider
unassisted (on arbitrary scenes) calibration. In this paper, we propose an algorithm that relies on detection
and matching of keypoints between left and right images. Frames containing erroneous matches, along with
frames with insufficiently rich keypoint constellations, are detected and discarded. Roll, pitch yaw , and scale
differences between left and right frames are then estimated. The algorithm performance is evaluated in terms
of the remaining vertical disparity as compared to the maximum tolerable vertical disparity.
Auto convergence for stereoscopic 3D cameras
Show abstract
Viewing comfort is an important concern for 3-D capable consumer electronics such as 3-D cameras and TVs.
Consumer generated content is typically viewed at a close distance which makes the vergence-accommodation
conflict particularly pronounced, causing discomfort and eye fatigue. In this paper, we present a Stereo Auto
Convergence (SAC) algorithm for consumer 3-D cameras that reduces the vergence-accommodation conflict on
the 3-D display by adjusting the depth of the scene automatically. Our algorithm processes stereo video in realtime
and shifts each stereo frame horizontally by an appropriate amount to converge on the chosen object in that
frame. The algorithm starts by estimating disparities between the left and right image pairs using correlations of
the vertical projections of the image data. The estimated disparities are then analyzed by the algorithm to select
a point of convergence. The current and target disparities of the chosen convergence point determines how much
horizontal shift is needed. A disparity safety check is then performed to determine whether or not the maximum
and minimum disparity limits would be exceeded after auto convergence. If the limits would be exceeded, further
adjustments are made to satisfy the safety limits. Finally, desired convergence is achieved by shifting the left
and the right frames accordingly. Our algorithm runs real-time at 30 fps on a TI OMAP4 processor. It is tested
using an OMAP4 embedded prototype stereo 3-D camera. It significantly improves 3-D viewing comfort.
Autostereoscopic Displays: Multi-Layer and Multi-Projector
Beyond parallax barriers: applying formal optimization methods to multilayer automultiscopic displays
Show abstract
This paper focuses on resolving long-standing limitations of parallax barriers by applying formal optimization
methods. We consider two generalizations of conventional parallax barriers. First, we consider general two-layer
architectures, supporting high-speed temporal variation with arbitrary opacities on each layer. Second,
we consider general multi-layer architectures containing three or more light-attenuating layers. This line of
research has led to two new attenuation-based displays. The High-Rank 3D (HR3D) display contains a stacked
pair of LCD panels; rather than using heuristically-defined parallax barriers, both layers are jointly-optimized
using low-rank light field factorization, resulting in increased brightness, refresh rate, and battery life for mobile
applications. The Layered 3D display extends this approach to multi-layered displays composed of compact
volumes of light-attenuating material. Such volumetric attenuators recreate a 4D light field when illuminated
by a uniform backlight. We further introduce Polarization Fields as an optically-efficient and computationally efficient
extension of Layered 3D to multi-layer LCDs. Together, these projects reveal new generalizations to
parallax barrier concepts, enabled by the application of formal optimization methods to multi-layer attenuation-based
designs in a manner that uniquely leverages the compressive nature of 3D scenes for display applications.
3D image quality of 200-inch glasses-free 3D display system
Show abstract
We have proposed a glasses-free three-dimensional (3D) display for displaying 3D images on a large screen using multi-projectors
and an optical screen consisting of a special diffuser film with a large condenser lens. To achieve high
presence communication with natural large-screen 3D images, we numerically analyze the factors responsible for
degrading image quality to increase the image size. A major factor that determines the 3D image quality is the
arrangement of component units, such as the projector array and condenser lens, as well as the diffuser film
characteristics. We design and fabricate a prototype 200-inch glasses-free 3D display system on the basis of the
numerical results. We select a suitable diffuser film, and we combine it with an optimally designed condenser lens. We
use 57 high-definition projector units to obtain viewing angles of 13.5°. The prototype system can display glasses-free
3D images of a life-size car using natural parallax images.
Implementation and analysis of an autostereoscopic display using multiple liquid crystal layers
Hironobu Gotoda
Show abstract
Multilayer displays are constructed by stacking multiple liquid crystal panels along with a pair of polarizers and
a light source. Previous theoretical analyses have shown that such a display could exhibit the light field of a
3D scene if the panels in the display are properly controlled. In this study, we present an implementation of
a monochromatic multilayer display using IPS-LCD panels, and report that a reasonable approximation of the
light field is actually observed from the display.
A major obstacle to constructing a multilayer display is the complexity of optical properties of LCD panels.
Since an accurate analytic representation of panels' behavior is difficult to obtain, we have developed an
approximate model specific to IPS-LCD cells, using which our implementation is built. We then evaluate the
quality of the light field observed from the prototype implementation by examining the images photographed at
several camera positions. The results show geometrically correct views are observable from the display within
the viewing angle of 30 degrees.
360-degree three-dimensional table-screen display using small array of high-speed projectors
Show abstract
A new 360-degree three-dimensional table-screen display is proposed, which combines the previously proposed highspeed
projector and multi-projector systems. The proposed system consists of a small number of high-speed projectors
and a rotating screen. Because each high-speed projector is located outside the rotating axis of the screen, multiple
projectors can be aligned above or below the rotating screen. The lens shift technique is used to superimpose multiple
images generated by all projectors on the rotating screen. The screen has an off-axis lens function such that the rotation
of the screen generates numerous viewpoints on a circle around the rotating screen. Each projector generates numerous
viewpoints on a different circle. The use of multiple projectors enables the increase in the number of colors, the
reduction of the rotation speed of the screen, and the increase in the number of viewpoints. An experimental system
employing two digital micro-mirror device (DMD) projectors and white LEDs was demonstrated. The rotating speed of
the screen was 1,666 rpm in order to generate a 3D image with a frame rate of 28 Hz. Each projector generated 800
viewpoints on a different circle with a diameter 800 mm. The diameter of the screen was 300 mm. The 3D resolution
was 768 × 768.
3D Image Processing and Content Adaptation
Focus mismatch detection in stereoscopic content
Frédéric Devernay,
Sergi Pujades,
Vijay Ch.A.V.
Show abstract
Live-action stereoscopic content production requires a stereo rig with two cameras precisely matched and aligned.
While most deviations from this perfect setup can be corrected either live or in post-production, a difference
in the focus distance or focus range between the two cameras will lead to unrecoverable degradations of the
stereoscopic footage. In this paper we detect focus mismatch between views of a stereoscopic pair in four steps.
First, we compute a dense disparity map. Then, we use a measure to compare focus in both images. After this,
we use robust statistics to find which images zones have a different focus. Finally, to give useful feedback, we
show the results on the original images and give hints on how to solve the focus mismatch.
Automatic 2D-to-3D image conversion using 3D examples from the internet
Show abstract
The availability of 3D hardware has so far outpaced the production of 3D content. Although to date many
methods have been proposed to convert 2D images to 3D stereopairs, the most successful ones involve human
operators and, therefore, are time-consuming and costly, while the fully-automatic ones have not yet achieved
the same level of quality. This subpar performance is due to the fact that automatic methods usually rely on
assumptions about the captured 3D scene that are often violated in practice. In this paper, we explore a radically
different approach inspired by our work on saliency detection in images. Instead of relying on a deterministic
scene model for the input 2D image, we propose to "learn" the model from a large dictionary of stereopairs, such
as YouTube 3D. Our new approach is built upon a key observation and an assumption. The key observation is
that among millions of stereopairs available on-line, there likely exist many stereopairs whose 3D content matches
that of the 2D input (query). We assume that two stereopairs whose left images are photometrically similar
are likely to have similar disparity fields. Our approach first finds a number of on-line stereopairs whose left
image is a close photometric match to the 2D query and then extracts depth information from these stereopairs.
Since disparities for the selected stereopairs differ due to differences in underlying image content, level of noise,
distortions, etc., we combine them by using the median. We apply the resulting median disparity field to the 2D
query to obtain the corresponding right image, while handling occlusions and newly-exposed areas in the usual
way. We have applied our method in two scenarios. First, we used YouTube 3D videos in search of the most
similar frames. Then, we repeated the experiments on a small, but carefully-selected, dictionary of stereopairs
closely matching the query. This, to a degree, emulates the results one would expect from the use of an extremely
large 3D repository. While far from perfect, the presented results demonstrate that on-line repositories of 3D
content can be used for effective 2D-to-3D image conversion. With the continuously increasing amount of 3D data
on-line and with the rapidly growing computing power in the cloud, the proposed framework seems a promising
alternative to operator-assisted 2D-to-3D conversion.
3D cinema to 3DTV content adaptation
L. Yasakethu,
L. Blondé,
D. Doyen,
et al.
Show abstract
3D cinema and 3DTV have grown in popularity in recent years. Filmmakers have a significant opportunity in front of
them given the recent success of 3D films. In this paper we investigate whether this opportunity could be extended to the
home in a meaningful way. "3D" perceived from viewing stereoscopic content depends on the viewing geometry. This
implies that the stereoscopic-3D content should be captured for a specific viewing geometry in order to provide a
satisfactory 3D experience. However, although it would be possible, it is clearly not viable, to produce and transmit
multiple streams of the same content for different screen sizes. In this study to solve the above problem, we analyze the
performance of six different disparity-based transformation techniques, which could be used for cinema-to-3DTV
content conversion. Subjective tests are performed to evaluate the effectiveness of the algorithms in terms of depth
effect, visual comfort and overall 3D quality. The resultant 3DTV experience is also compared to that of cinema. We
show that by applying the proper transformation technique on the content originally captured for cinema, it is possible to
enhance the 3DTV experience. The selection of the appropriate transformation is highly dependent on the content
characteristics.
Video retargeting for stereoscopic content under 3D viewing constraints
C. Chamaret,
G. Boisson,
C. Chevance
Show abstract
The imminent deployment of new devices such as TV, tablet, smart phone supporting stereoscopic display creates a need
for retargeting the content. New devices bring their own aspect ratio and potential small screen size. Aspect ratio
conversion becomes mandatory and an automatic solution will be of high value especially if it maximizes the visual
comfort. Some issues inherent to 3D domain are considered in this paper: no vertical disparity, no object having negative
disparity (outward perception) on the border of the cropping window.
A visual attention model is applied on each view and provides saliency maps with most attractive pixels. Dedicated 3D
retargeting correlates the 2D attention maps for each view as well as additional computed information to ensure the best
cropping window. Specific constraints induced by 3D experience influence the retargeted window through the map
computation presenting objects that should not be cropped.
The comparison with original content of 2:35 ratio having black stripes provide limited 3D experience on TV screen,
while the automatic cropping and exploitation of full screen show more immersive experience. The proposed system is
fully automatic, ensures a good final quality without missing fundamental parts for the global understanding of the scene.
Eye-tracking data recorded on stereoscopic content have been confronted to retargeted window in order to ensure that the
most attractive areas are inside the final video.
3D Developments
Stereoscopic-3D display design: a new paradigm with Intel Adaptive Stable Image Technology [IA-SIT]
Show abstract
Stereoscopic-3D (S3D) proliferation on personal computers (PC) is mired by several technical and business challenges:
a) viewing discomfort due to cross-talk amongst stereo images; b) high system cost; and c) restricted content availability.
Users expect S3D visual quality to be better than, or at least equal to, what they are used to enjoying on 2D in terms of
resolution, pixel density, color, and interactivity. Intel Adaptive Stable Image Technology (IA-SIT) is a foundational
technology, successfully developed to resolve S3D system design challenges and deliver high quality 3D visualization at
PC price points. Optimizations in display driver, panel timing firmware, backlight hardware, eyewear optical stack, and
synch mechanism combined can help accomplish this goal. Agnostic to refresh rate, IA-SIT will scale with shrinking of
display transistors and improvements in liquid crystal and LED materials. Industry could profusely benefit from the
following calls to action:- 1) Adopt 'IA-SIT S3D Mode' in panel specs (via VESA) to help panel makers monetize S3D;
2) Adopt 'IA-SIT Eyewear Universal Optical Stack' and algorithm (via CEA) to help PC peripheral makers develop
stylish glasses; 3) Adopt 'IA-SIT Real Time Profile' for sub-100uS latency control (via BT Sig) to extend BT into S3D;
and 4) Adopt 'IA-SIT Architecture' for Monitors and TVs to monetize via PC attach.
A real-time misalignment correction algorithm for stereoscopic 3D cameras
Show abstract
Camera calibration is an important problem for stereo 3-D cameras since the misalignment between the two
views can lead to vertical disparities that significantly degrade 3-D viewing quality. Offline calibration during
manufacturing is not always an option especially for mass produced cameras due to cost. In addition, even if
one-time calibration is performed during manufacturing, its accuracy cannot be maintained indefinitely because
environmental factors can lead to changes in camera hardware. In this paper, we propose a real-time stereo
calibration solution that runs inside a consumer camera and continuously estimates and corrects for the misalignment
between the stereo cameras. Our algorithm works by processing images of natural scenes and does not
require the use of special calibration charts. The algorithm first estimates the disparity in horizontal and vertical
directions between the corresponding blocks from stereo images. Then, this initial estimate is refined with two
dimensional search using smaller sub-blocks. The displacement data and block coordinates are fed to a modified
affine transformation model and outliers are discarded to keep the modeling error low. Finally, the estimated
affine parameters are split by half and misalignment correction is applied to each view accordingly. The proposed
algorithm significantly reduces the misalignment between stereo frames and enables a more comfortable
3-D viewing experience.
Full color stereoscopy with little flicker at low refresh rate by time-division multiplexing anaglyph
Show abstract
In the present paper we propose a time-division multiplexing anaglyph method to realize full color
stereoscopy with little flicker at the low refresh rate of 60 Hz, which is compatible with the conventional 2D
displays. Because of the low refresh rate, applying time-division multiplexing method using shutter glasses
to conventional displays results in severe flicker. To overcome this problem, we propose a time-division
multiplexing anaglyph method, where the green components of right-eye image is shown to the right eye and
the red and blue component of left-eye image is shown to the left eye at odd frames, while the red and blue
component of right-eye image is shown to the right eye and the green components of left-eye image is shown
to the left eye at even frames. We carry out an experiment to let the subjects see time-division multiplexing
anaglyph images and the result shows that flicker can be reduced to an acceptable level by the proposed
method. The proposed method can also be applied to widening the viewing angle of time-division
multiplexing integral imaging.
Supervised disparity estimation
Show abstract
We introduce supervised disparity estimation in which an operator can steer the disparity estimation process.
Instead of correcting errors, we view the estimation process as a constrained process where the constraints are
indicated by the user in the form of control points, scribbles and contours. Control points are used to obtain
accurate disparity estimates that can be fully controlled by the operator. Scribbles are used to force regions
to have a smooth disparity, while contours create a disparity discontinuity in places where diffusion or energy
minimization fail. Control points, scribbles and contours are propagated through the video sequence to create
temporally stable results.
Analysis of brain activity and response during monoscopic and stereoscopic visualization
Show abstract
Stereoscopic visualization in cinematography and Virtual Reality (VR) creates an illusion of depth by means of
two bidimensional images corresponding to different views of a scene. This perceptual trick is used to enhance
the emotional response and the sense of presence and immersivity of the observers. An interesting question
is if and how it is possible to measure and analyze the level of emotional involvement and attention of the
observers during a stereoscopic visualization of a movie or of a virtual environment.
The research aims represent a challenge, due to the large number of sensorial, physiological and cognitive
stimuli involved. In this paper we begin this research by analyzing possible differences in the brain activity
of subjects during the viewing of monoscopic or stereoscopic contents. To this aim, we have performed some
preliminary experiments collecting electroencephalographic (EEG) data of a group of users using a Brain-
Computer Interface (BCI) during the viewing of stereoscopic and monoscopic short movies in a VR immersive
installation.
Perception, Quality, and Comfort
Motion in depth constancy in stereoscopic displays
Sidrah R. Laldin,
Laurie M. Wilcox,
Carly Hylton,
et al.
Show abstract
In a stereoscopic 3D scene, non-linear mapping between real space and disparity could produce distortions when
camera geometry differs from natural stereoscopic geometry. When the viewing distance and zero screen parallax
setting are held constant and interaxial separation is varied, there is an asymmetric distortion in the mapping of
stereoscopic to real space. If an object traverses this space at constant velocity, one might anticipate distortion of the
perceived velocity. To determine if the predicted distortions are in fact perceived, we assessed perceived acceleration
and deceleration using an animation of a ball moving in depth through a simulated environment, viewed
stereoscopically. The method of limits was used to measure transition points between perceived acceleration and
deceleration as a function of interaxial and context (textured vs. non-textured background). Based on binocular
geometry, we predicted that the transition points would shift toward deceleration for small and towards acceleration
for large interaxial separations. However, the average transition values were not influenced by interaxial separation.
These data suggest that observers are able to discount distortions of stereoscopic space in interpreting the object
motion. These results have important implications for the rendering or capture of effective stereoscopic 3D content.
Evaluation of quality of experience in interactive 3D visualization: methodology and results
Show abstract
Human factors are of high importance in 3D visualization, but subjective evaluation of 3D displays is not easy because of a high variability among users. This study aimed to evaluate and compare two different 3D visualization systems (a market stereoscopic display, and a state-of-the-art multi-view display) in terms of user performance and quality of experience (QoE), in the context of interactive visualization. An adapted methodology has been designed in order to focus on 3D differences and to reduce the influence of all other factors. Thirty-six subjects took part in an experiment during which they were asked to judge the quality of their experience, according to specific features. Results showed that a scene understanding and precision was significantly better on the multi-view display. Concerning the quality of experience, visual comfort was judged significantly better on the multi-view display and visual fatigue was reported by 52% of the subjects on the stereoscopic display. This study has permitted to identify some factors influencing QoE such as prior experience and stereopsis threshold.
Disparity profiles in 3DV applications: overcoming the issue of heterogeneous viewing conditions in stereoscopic delivery
Guillaume Boisson,
Christel Chamaret
Show abstract
More and more numerous 3D movies are released each year. Thanks to the current spread of 3D-TV displays, these 3D
Video (3DV) contents are about to enter massively the homes. Yet viewing conditions determine the stereoscopic
features achievable for 3DV material. Because the conditions at home - screen size and distance to screen - differ
significantly from a theater, 3D Cinema movies need to be repurposed before broadcast and replication on 3D Blu-ray
Discs for being fully enjoyed at home. In that paper we tackle that particular issue of how to handle the variety of
viewing conditions in stereoscopic contents delivery. To that extend we first investigate what is basically at stake for
granting stereoscopic viewers' comfort, through the well-known - and sometimes dispraised - vergence-accommodation
conflict. Thereby we define a set of basic rules that can serve as guidelines for 3DV creation. We propose disparity
profiles as new requirements for 3DV production and repurposing. Meeting proposed background and foreground
constraints prevents from visual fatigue, and occupying the whole depth budget available grants optimal 3D effects. We
present an efficient algorithm for automatic disparity-based 3DV retargeting depending on the viewing conditions.
Variants are proposed depending on the input format (stereoscopic binocular content or depth-based format) and the
level of complexity achievable.
Investigation of object thickness for visual discomfort prediction in stereoscopic images
Show abstract
Visual discomfort assessment metric is of importance in the creation and viewing of stereoscopic 3D contents. This
paper investigates the importance of considering object thickness as well as disparity magnitude to predict visual
discomfort. Throughout the paper, we introduce the overall process to predict visual discomfort by analyzing the
thickness of objects and their disparity magnitude in an image. Using natural stereoscopic images, we evaluate the
contribution of object thickness to the prediction performance of visual discomfort. Experimental results demonstrate
that the combined use of disparity magnitude and object thickness substantially improves the prediction performance of
visual discomfort.
Autostereoscopy
History of autostereoscopic cinema
Show abstract
This paper covers the history of autostereoscopic cinema, from the beginnings of autostereoscopy in the 1800s, the
development of motion capability and it's subsequent evolution to present techniques. Public viewings of
autostereoscopic movies have occurred on a semi-ongoing basis since the early 1940s. In Moscow and other cities,
theaters were constructed called stereokinos, for showing autostereoscopic films, with specially positioned seating for
proper viewing. The Cyclostéréoscope was an autostereoscopic cinema system invented by François Savoye in France. It
was based around a drum made of metal bars that revolve around a screen. For several years in the 1940s and 1950s, it
was open to the public in Paris. Any film made in a dual film format could be shown. Besides dedicated theaters in
Russia and France, exhibits of content have occurred outside devoted theaters. The paper focuses on the history of
autostereoscopic technology developed for entertainment, public viewing of content, the individuals involved and the
content itself.
Full optical characterization of autostereoscopic 3D displays using local viewing angle and imaging measurements
Show abstract
Two commercial auto-stereoscopic 3D displays are characterized a using Fourier optics viewing angle system and an
imaging video-luminance-meter. One display has a fixed emissive configuration and the other adapts its emission to the
observer position using head tracking. For a fixed emissive condition, three viewing angle measurements are performed
at three positions (center, right and left). Qualified monocular and binocular viewing spaces in front of the display are
deduced as well as the best working distance. The imaging system is then positioned at this working distance and
crosstalk homogeneity on the entire surface of the display is measured. We show that the crosstalk is generally not
optimized on all the surface of the display. Display aspect simulation using viewing angle measurements allows
understanding better the origin of those crosstalk variations. Local imperfections like scratches and marks generally
increase drastically the crosstalk, demonstrating that cleanliness requirements for this type of display are quite critical.
Analysis on monocular accommodation in horizontal-parallax-only super-multiview display
Show abstract
Accommodation response of super-multiview display device, which is implemented to provide horizontal-only parallax,
has been investigated. Because of astigmatic characteristic of such display, the focal points of horizontal and vertical
directions differ in longitudinal direction. Assuming that the accommodation response to the astigmatic image follows
the distance where the average of bandwidths in vertical and horizontal direction becomes the maximum, numerical
calculations presented that the accommodation restrictedly follows three-dimensional point near the display panel. To
verify the consequence obtained by numerical calculations, experiments has been performed using keratometer to
measure the accommodation under the situation similar to horizontal-only super-multiview display. The images focused
by a cylindrical lens have been provided as stimuli to avoid argues related to the resolution of pixel pitch of display
panel. The measured results show that the accommodation response restrictedly follows astigmatic image as expected by
numerical calculations, however the quantitative investigation is still needed.
A novel time-multiplexed autostereoscopic multiview full resolution 3D display
Show abstract
Many people believe that in the future, autostereoscopic 3D displays will become a mainstream display type.
Achievement of higher quality 3D images requires both higher panel resolution and more viewing zones. Consequently,
the transmission bandwidth of the 3D display systems involves enormous amounts of data transfer. We propose and
experimentally demonstrate a novel time-multiplexed autostereoscopic multi-view full resolution 3D display based on
the lenticular lens array in association with the control of the active dynamic LED backlight. The lenticular lenses of the
lens array optical system receive the light and deflect the light into each viewing zone in a time sequence. The crosstalk
under different observation scanning angles is showed, including the cases of 4-views field scanning. The crosstalk of
any view zones is about 5% respectively; the results are better than other 3D type.
3D Image Quality: Crosstalk
Crosstalk reduces the amount of depth seen in 3D images of natural scenes
Show abstract
Crosstalk remains an important determinant of stereoscopic 3D (S3D) image quality. Defined as the leakage of
one eye's image into the image of the other eye it affects all commercially available stereoscopic viewing systems.
Previously we have shown that crosstalk affects perceived depth magnitude in S3D displays. We found that perceived
depth between two lines separated in depth decreased as crosstalk increased. The experiments described here extend our
previous work to complex images of natural scenes. We controlled crosstalk levels by simulating them in images
presented on a zero-crosstalk mirror stereoscope display. The observers were asked to estimate the amount of
stereoscopic depth between pairs of objects in stereo-photographs of cluttered rooms. Data show that as crosstalk
increased perceived depth decreased; an effect found at all disparities. Similarly to our previous experiments a
significant decrease in perceived depth was observed with as little as 2-4% crosstalk. Taken together these results
demonstrate that our previous findings generalize to natural scenes and show that crosstalk reduces perceived depth
magnitude even in natural scenes with pictorial depth cues.
Method and simulation to study 3D crosstalk perception
Show abstract
To various degrees, all modern 3DTV displays suffer from crosstalk, which can lead to a decrease of both visual quality
and visual comfort, and also affect perception of depth. In the absence of a perfect 3D display technology, crosstalk has
to be taken into account when studying perception of 3D stereoscopic content. In order to improve 3D presentation
systems and understand how to efficiently eliminate crosstalk, it is necessary to understand its impact on human
perception. In this paper, we present a practical method to study the perception of crosstalk. The approach consists of
four steps: (1) physical measurements of a 3DTV, (2) building of a crosstalk surface based on those measurements and
representing specifically the behavior of that 3TV, (3) manipulation of the crosstalk function and application on
reference images to produce test images degraded by crosstalk in various ways, and (4) psychophysical tests. Our
approach allows both a realistic representation of the behavior of a 3DTV and the easy manipulation of its resulting
crosstalk in order to conduct psycho-visual experiments. Our approach can be used in all studies requiring the
understanding of how crosstalk affects perception of stereoscopic content and how it can be corrected efficiently.
Reproducibility of crosstalk measurements on active glasses 3D LCD displays based on temporal characterization
Sylvain Tourancheau,
Kun Wang,
Jarosław Bułat,
et al.
Show abstract
Crosstalk is one of the main display-related perceptual factors degrading image quality and causing visual discomfort on 3D-displays. It causes visual artifacts such as ghosting effects, blurring, and lack of color fidelity which are considerably annoying and can lead to difficulties to fuse stereoscopic images. On stereoscopic LCD with shutter-glasses, crosstalk is mainly due to dynamic temporal aspects: imprecise target luminance (highly dependent on the combination of left-view and right-view pixel color values in disparity regions) and synchronization issues between shutter-glasses and LCD. These different factors influence largely the reproducibility of crosstalk measurements across laboratories and need to be evaluated in several different locations involving similar and differing conditions.
In this paper we propose a fast and reproducible measurement procedure for crosstalk based on high-frequency temporal measurements of both display and shutter responses. It permits to fully characterize crosstalk for any right/left color combination and at any spatial position on the screen. Such a reliable objective crosstalk measurement method at several spatial positions is considered a mandatory prerequisite for evaluating the perceptual influence of crosstalk in further subjective studies.
Crosstalk and brightness in projection-based multiview systems
Roland Blach,
Achim Pross,
Alexander Kulik,
et al.
Show abstract
Immersive visualization environments have generally been built on single user stereoscopic displays. We have extended
these systems to multi-view systems that provide perspectively correct stereoscopic image pairs for up to six users. As a
result, groups of users can explore a shared 3D virtual environment from all perspectives and discuss it using barehanded
gestures.
From all displayed images, each user should perceive only one dedicated image per eye. All additional views must be
filtered. Consequently, the noise level for each user increases with the number of displayed views. Keeping the image
crosstalk under the threshold of human perception is a necessity for this type of visualization system.
To separate the images we have used a hybrid approach which combines active shuttering and passive polarization
filtering. In projection-based view systems brightness and crosstalk are one of the major issues which have to be handled
as the noise increases and the signal brightness decreases with the increase of views. To evaluate different technical
approaches for optimization and also to compare these systems with existing single user 3D systems, we have extended
the crosstalk measurement approach by Weissman and Woods to our projection-based specific multi-view case where
the eye separation is carried out with polarization filters and the user separation with time sequential shutter elements.
Our contribution is a method for defining and measuring crosstalk for projection-based multi-view systems.
How much crosstalk can be allowed in a stereoscopic system at various grey levels?
Show abstract
We have calculated a perceptual threshold of stereoscopic crosstalk on the basis of mathematical model of human vision
sensitivity. Instead of linear model of just noticeable difference (JND) known as Weber's law we applied nonlinear
Barten's model. The predicted crosstalk threshold varies with the background luminance. The calculated values of
threshold are in a reasonable agreement with known experimental data. We calculated perceptual threshold of crosstalk
for various combinations of the applied grey level. This result can be applied for the assessment of grey-to-grey crosstalk
compensation. Further computational analysis of the applied model predicts the increase of the displayable image
contrast with reduction of the maximum displayable luminance.
Stereoscopic 3D Image Quality: Quantifying Perception and Comfort: Joint Session with Conference 8291
Visual discomfort and the temporal properties of the vergence-accommodation conflict
Show abstract
The vergence-accommodation conflict associated with viewing stereoscopic 3D (S3D) content can cause visual
discomfort. Previous studies of vergence and accommodation have shown that the coupling between the two responses is
driven by a fast, phasic component. We investigated how the temporal properties of vergence-accommodation conflicts
affect discomfort. Using a unique volumetric display, we manipulated the stimulus to vergence and the stimulus to
accommodation independently. There were two experimental conditions: 1) natural viewing in which the stimulus to
vergence was perfectly correlated with the stimulus to accommodation; and 2) conflict viewing in which the stimulus to
vergence varied while the stimulus to accommodation remained constant (thereby mimicking S3D viewing). The
stimulus to vergence (and accommodation in natural viewing) varied at one of three temporal frequencies in those
conditions. The magnitude of the conflict was the same for all three frequencies. The young adult subjects reported more
visual discomfort when vergence changes were faster, particularly in the conflict condition. Thus, the temporal
properties of the vergence-accommodation conflict in S3D media affect visual discomfort. The results can help content
creators minimize discomfort by making conflict changes sufficiently slow.
Visual fatigue versus eye-movements
Cyril Vienne,
Laurent Blondé,
Didier Doyen
Show abstract
Observing 3D content on a cinema or TV screen potentially generates fatigue. In psychovisual research, experience of
visual symptoms following the observation of stereo-content is usually assessed thanks to questionnaires and subjective
reports. We attempted to explore the occurrence of visual fatigue using more objective methods, namely by using
binocular eye-tracking and psychophysics. A main objective was to study the emergence of visual fatigue in relation with
eye-movement knowing the stimulation of the oculomotor system and its response. We designed an experiment in which
participants were asked to perform a repeated vergence effort task, just followed by, and interlaced with, a 3D space
perception task. Participants' eye movements were recorded during the whole session using an eye-tracking system. The
analysis revealed that the perception of 3D shapes was gradually affected by the intensity of the vergence effort task. The
effect on stereo-estimation was actually due to visual fatigue. 3D objects and scenes are perceived flatter. Results on the
subjective reports of SSQ revealed that oculomotor factors were predominant in the visual symptoms. In addition, some
effects and correlations on the micro-saccadic rate were obtained. This work offers a perspective to characterize
objectively visual fatigue when watching stereoscopic 3D content.
Visual comfort: stereoscopic objects moving in the horizontal and mid-sagittal planes
Show abstract
Two experiments were conducted to examine the visual comfort of stereoscopic images. The test video sequences
consisted of moving meteorite-like objects against a blue sky background. In the first experiment, a panel of viewers
rated stereoscopic sequences in which the objects moved back and forth in depth. The velocity of movement, disparity
(depth) range, and disparity type (i.e., depth position with respect to the screen plane: front, behind, or front/behind) of
the objects varied across sequences. In the second experiment, the same viewers rated stereoscopic test sequences in
which the target objects moved horizontally across the screen. Also in this case, the velocity, disparity magnitude, and
disparity type of the objects varied across sequences. For motion in the depth direction, the results indicate that visual
comfort is significantly influenced by the velocity, disparity range, and disparity type of the moving objects. We also
found significant interactions between velocity and disparity type and between disparity type and disparity range. For
motion across the screen in the horizontal plane, ratings of visual comfort depended on velocity and disparity
magnitude. The results also indicate a significant interaction between velocity and disparity. In general, the overall
results confirm that changes in disparity of stereoscopic images over time are a significant contributor to visual
discomfort. Interestingly, the detrimental effect of object velocity on visual comfort are manifested even when the
changes are confined within the generally accepted visual comfort zone of less than 60 arc minutes of horizontal
disparity.
Visual discomfort with stereo 3D displays when the head is not upright
Show abstract
Properly constructed stereoscopic images are aligned vertically on the display screen, so on-screen binocular
disparities are strictly horizontal. If the viewer's inter-ocular axis is also horizontal, he/she makes horizontal
vergence eye movements to fuse the stereoscopic image. However, if the viewer's head is rolled to the side, the onscreen
disparities now have horizontal and vertical components at the eyes. Thus, the viewer must make horizontal
and vertical vergence movements to binocularly fuse the two images. Vertical vergence movements occur naturally,
but they are usually quite small. Much larger movements are required when viewing stereoscopic images with the
head rotated to the side. We asked whether the vertical vergence eye movements required to fuse stereoscopic
images when the head is rolled cause visual discomfort. We also asked whether the ability to see stereoscopic depth
is compromised with head roll. To answer these questions, we conducted behavioral experiments in which we
simulated head roll by rotating the stereo display clockwise or counter-clockwise while the viewer's head remained
upright relative to gravity. While viewing the stimulus, subjects performed a psychophysical task. Visual discomfort
increased significantly with the amount of stimulus roll and with the magnitude of on-screen horizontal disparity.
The ability to perceive stereoscopic depth also declined with increasing roll and on-screen disparity. The magnitude
of both effects was proportional to the magnitude of the induced vertical disparity. We conclude that head roll is a
significant cause of viewer discomfort and that it also adversely affects the perception of depth from stereoscopic
displays.
3D Games
Case study: the introduction of stereoscopic games on the Sony PlayStation 3
Show abstract
A free stereoscopic firmware update on Sony Computer Entertainment's PlayStation® 3 console provides the potential to
increase enormously the popularity of stereoscopic 3D in the home. For this to succeed though, a large selection of
content has to become available that exploits 3D in the best way possible.
In addition to the existing challenges found in creating 3D movies and television programmes, the stereography must
compensate for the dynamic and unpredictable environments found in games. Automatically, the software must map the
depth range of the scene into the display's comfort zone, while minimising depth compression.
This paper presents a range of techniques developed to solve this problem and the challenge of creating twice as many
images as the 2D version without excessively compromising the frame rate or image quality.
At the time of writing, over 80 stereoscopic PlayStation 3 games have been released and notable titles are used as
examples to illustrate how the techniques have been adapted for different game genres. Since the firmware's introduction
in 2010, the industry has matured with a large number of developers now producing increasingly sophisticated 3D
content. New technologies such as viewer head tracking and head-mounted displays should increase the appeal of 3D in
the home still further.
Stereoscopic 3D video games and their effects on engagement
Show abstract
With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will
undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on
content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content
generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer.
Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different
since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic
viewing affects interaction mechanics have previously been studied in the context of player performance but very few
have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative
influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have
on player engagement in video games. Participants played a video game in two conditions, traditional 2D and
stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results
suggest that S3D has a positive effect on immersion, presence, flow, and absorption.
Stereoscopic display in a slot machine
M. Laakso
Show abstract
This paper reports the results of a user trial with a slot machine equipped with a stereoscopic display. The main research
question was to find out what kind of added value does stereoscopic 3D (S-3D) bring to slot games? After a thorough
literature survey, a novel gaming platform was designed and implemented. Existing multi-game slot machine "Nova"
was converted to "3DNova" by replacing the monitor with an S-3D display and converting six original games to S-3D
format. To evaluate the system, several 3DNova machines were put available for players for four months. Both
qualitative and quantitative analysis was carried out from statistical values, questionnaires and observations. According
to the results, people find the S-3D concept interesting but the technology is not optimal yet. Young adults and adults
were fascinated by the system, older people were more cautious. Especially the need to wear stereoscopic glasses
provide a challenge; ultimate system would probably use autostereoscopic technology. Also the games should be
designed to utilize its full power. The main contributions of this paper are lessons learned from creating an S-3D slot
machine platform and novel information about human factors related to stereoscopic slot machine gaming.
3D Cinema
New approach on calculating multiview 3D crosstalk for autostereoscopic displays
Sung-Min Jung,
Kyeong-Jin Lee,
Ji-Na Kang,
et al.
Show abstract
In this study, we suggest a new concept of 3D crosstalk for auto-stereoscopic displays and obtain 3D crosstalk values of
several multi-view systems based on the suggested definition. First, we measure the angular dependencies of the
luminance for auto-stereoscopic displays under various test patterns corresponding to each view of a multi-view system
and then calculate the 3D crosstalk based on our new definition with respect to the measured luminance profiles. Our
new approach gives just a single 3D crosstalk value for single device without any ambiguity and shows similar order of
values to the conventional stereoscopic displays. These results are compared with the conventional 3D crosstalk values
of selected auto-stereoscopic displays such as 4-view and 9-view systems. From the result, we believe that this new
approach is very useful for controlling 3D crosstalk values of the 3D displays manufacturing and benchmarking of the
3D performances among the various auto-stereoscopic displays.
YouDash3D: exploring stereoscopic 3D gaming for 3D movie theaters
Show abstract
Along with the success of the digitally revived stereoscopic cinema, events beyond 3D movies become attractive for
movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and
solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase
current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special
use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game
prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a
professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of
players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game
mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger
audiences and 3D movie theater gaming.
Thinking in z-space: flatness and spatial narrativity
Ray Zone
Show abstract
Now that digital technology has accessed the Z-space in cinema, narrative artistry is at a loss. Motion picture
professionals no longer can readily resort to familiar tools. A new language and new linguistics for Z-axis storytelling
are necessary. After first examining the roots of monocular thinking in painting, prior modes of visual narrative in twodimensional
cinema obviating true binocular stereopsis can be explored, particularly montage, camera motion and depth
of field, with historic examples. Special attention is paid to the manner in which monocular cues for depth have been
exploited to infer depth on a planar screen. Both the artistic potential and visual limitations of actual stereoscopic depth
as a filmmaking language are interrogated. After an examination of the historic basis of monocular thinking in visual
culture, a context for artistic exploration of the use of the z-axis as a heightened means of creating dramatic and
emotional impact upon the viewer is illustrated.
Stereoscopic Displays
Investigating the cross-compatibility of IR-controlled active shutter glasses
Show abstract
Active Shutter Glasses (also known as Liquid Crystal Shutter (LCS) 3D glasses or just Shutter Glasses) are a commonly
used selection device used to view stereoscopic 3D content on time-sequential stereoscopic displays. Regrettably most
of the IR (infrared) controlled active shutter glasses released to date by various manufacturers have used a variety of
different IR communication protocols which means that active shutter glasses from one manufacturer are generally not
cross-compatible with another manufacturer's emitter. The reason for the lack of cross-compatibility between different
makes of active shutter glasses mostly relates to differences between the actual IR communication protocol used for each
brand of glasses. We have characterized eleven different 3D sync IR communications protocols in order to understand
the possibility of cross-compatibility between different brands of glasses. This paper contains a summary of the eleven
different 3D sync IR protocols as used by a selection of emitters and glasses. The paper provides a discussion of the
similarities and differences between the different protocols, the limitations for creating a common 3D sync protocol, and
the possibility of driving multiple brands of glasses at the same time.
New high efficiency interference filter characteristics for stereoscopic imaging
Show abstract
The goal of this work was the optimization of brightness and colors performance of the interference filter system for 3D projection. Special emphasis was on avoiding, or at least reducing, the need for color correction, which was one of reasons for low luminous efficiencies in the past.
On the base of datasets for various projectors (DLP, LCoS, LCD) and lamps (UHP and Xenon), the optimization for a
high efficiency stereoscopic interference filter system was carried out. Focus of our study was on three by four (3-4)
filter system. We also examined filter designs with higher numbers of transmission bands up to seven per filter. The
results show that the 3-4 band filters design exhibits the highest efficiency of all inherently color balanced filter systems
because of a minimum number of gaps between adjacent transmission bands. Results also revealed that Xenon lamp
based systems and UHP lamp based systems have different optimum filters. However, differences are such small that it
becomes possible to cover both systems by a unitary type of 3D glasses lenses.
Real-world stereoscopic performance in multiple-focal-plane displays: How far apart should the image planes be?
Show abstract
Conventional stereoscopic displays present conflicting stimuli to vergence and accommodation, causing fatigue,
discomfort, and poor stereo depth perception. One promising solution is 'depth filtering', in which continuous variations
in focal distance are simulated by distributing image intensity across multiple focal planes. The required image-plane
spacing is a critical parameter, because there are constraints on the total number that can be used. Depth-filtered images
have been shown to support continuous and reasonably accurate accommodation responses with 1.1 dioptre (D) image-plane
spacings. However, retinal contrast is increasingly attenuated with increasing image-plane separation. Thus, while
such stimuli may eliminate the vergence-accommodation conflict, they may also unacceptably degrade stereoscopic
depth perception. Here we measured stereoacuity, and the time needed for stereoscopic fusion, for real targets and depth-filtered
approximations to the same stimuli (image-plane spacings of 0.6, 0.9 and 1.2 D). Stereo fusion time was
reasonably consistent across conditions. Stereoacuity for depth-filtered stimuli was only slightly poorer than for real
targets with 0.6 D image-plane separation, but deteriorated rapidly thereafter. Our results suggest that stereoscopic depth
perception, not accommodation and vergence responses, is the limiting factor in determining acceptable image-plane
spacing for depth-filtered images. We suggest that image-plane spacing should ideally not exceed ~0.6 D.
A compact eyetracked optical see-through head-mounted display
Show abstract
An eye-tracked head-mounted display (ET-HMD) system is able to display virtual images as a classical HMD does,
while additionally tracking the gaze direction of the user. There is ample evidence that a fully-integrated ETHMD
system offers multi-fold benefits, not only to fundamental scientific research but also to emerging
applications of such technology. For instance eyetracking capability in HMDs adds a very valuable tool and
objective metric for scientists to quantitatively assess user interaction with 3D environments and investigate
the effectiveness of various 3D visualization technologies for various specific tasks including training,
education, and augmented cognition tasks. In this paper, we present an innovative optical approach to the
design of an optical see-through ET-HMD system based on freeform optical technology and an innovative
optical scheme that uniquely combines the display optics with the eye imaging optics. A preliminary design
of the described ET-HMD system will be presented.
Optimization of a multiview system based on pulsed LED-LCD projectors
Achim Pross,
Roland Blach,
Matthias Bues,
et al.
Show abstract
In recent years, huge advancements in stereoscopic displays and 3D projection technologies have been accomplished,
mainly driven by the rapidly increasing dissemination of 3D technologies at cinemas and in consumer products. Virtual
Reality systems built from these products, enhanced by head tracking are able to produce a perspective-correct view, but
for a single user only. Other viewers share the same image from a different position and thus see a more or less distorted
image, while actually a perspective-correct stereoscopic views for multiple, individually tracked users on a would be
necessary. We present multi-view stereo display based on pulsed LED light sources of a set of multiple LCD projectors
which is strongly optimized towards high brightness and minimum crosstalk. Pulsed LED projectors allow high
frequency switching between the displayed images, almost eliminating a major source of crosstalk between the
individual views. We evaluated the power consumption, projection brightness and crosstalk of our multi-view system
and present a solution which alleviates the inherent problems of shutter-based multi-view systems, which are low energy
efficiency, brightness degradation due to the projector shutter, and relatively high crosstalk, which, moreover, increases
with the number of views.
Autostereoscopic Displays: Advances and Analysis
Floating three-dimensional display viewable from 360 degrees
Show abstract
The aim of this research is to develop a full-parallax auto-stereoscopic display system, which can generate a floating
three-dimensional (3-D) image viewable from a surrounding area. A 3-D display method based on the combination of
integral imaging, 360-degree scanning with a rotating mirror, and imaging in the air with a concave mirror is proposed.
A scanning system is composed of a hemisphere concave mirror and a mirror scanner, which is located around the center
of the concave mirror. By putting an image generated by an integral imaging system into the scanning system, a floating
stereoscopic image can be formed around the center of the concave mirror. When the mirror scanner rotates and the
image on the integral imaging system is switched in accordance with mirror angle, each directional image can be
observed from each viewing angle. The feasibility of the proposed method was examined by preliminary experiments.
The abilities of generation of a floating full-parallax image and a floating auto-stereoscopic image with 360-degree
viewing angle are demonstrated.
A method to introduce accommodation cues into 3D integral imaging system using Fresnel holograms
Show abstract
Conventional 3D Integral imaging suffers from limited image depth range due to the fixed distance between the display
panel and the lens array, while digital Fresnel holography suffers from a narrow viewing angle due to the lack of a high
resolution spatial light modulator. This paper proposes an original system which combines the advantages of these two
techniques to provide an integral imaging system of a reasonable viewing angle with accommodation cues.
Analysis and management of geometric distortions on multiview displays with only horizontal parallax
Show abstract
Light field (multi-view) displays are often designed to support horizontal parallax only (HPO) since this significantly
reduces complexity compared to full parallax, and is commonly assumed to only cause small losses
in 3D perceptual quality. In reality all HPO displays can produce severe geometric distortions because they
use different projections in the horizontal and vertical directions. These distortions depend on the observer's
position, and can only be eliminated in pre-defined viewing distances. In this paper we extend previous work on
the theoretical analysis of the problem to create tools to manage the problem, enabling creators of multi-view
3D content to keep the distortion within acceptable ranges for all objects in a 3D scene, and all expected viewing
positions. We present examples of simulated views of HPO displays, which demonstrate how the distortions can
affect visual appearance, and how they are managed.
Mixed-resolution view synthesis using non-local means refined image merging
Show abstract
Synthesizing novel views from originally available camera perspectives via depth maps is a key issue in the
3D video domain. Up to now, several high-resolution cameras are needed to obtain high-quality intermediate
synthesized views. One possibility to reduce costs with regard to the used camera array is to replace some cameras
by low-resolution cameras, which are cheaper on the one hand, but provide a much poorer image quality on the
other hand. Unfortunately, some of the information inside the desired intermediate view may only be available
in the low-resolution reference. Thus, the image quality of the low-resolution reference has a big influence on the
visual quality of the synthesized view. This paper proposes a postprocessing step for the synthesized view, based
on the non-local means algorithm. Thereby, all areas inserted from the low-resolution reference get efficiently
adapted to their high-resolution environment. It is shown, that the non-local means refined image merging leads
to a PSNR gain of up to 0.90 dB compared to an unrefined mixed-resolution setup. The approach can be easily
extended to a hole-filling algorithm and yields a PSNR gain of up to 0.81 dB for hole areas compared to a
reference hole-filling algorithm. The subjective image quality also increases convincingly in both applications.
Interactive Paper Session: Stereoscopic Perception and Quality
Correlation between a perspective distortion in a S3D content and the visual discomfort perceived
D. Doyen,
J.-J. Sacré,
L. Blondé
Show abstract
Perspective distortion will occur in stereoscopic 3D (S3D) when the relative disparity between elements generates
a depth not in accordance with the relative size of the presented objects. Subjective tests have been conducted
using test sequences where shooting parameters are perfectly known and where vergence/accommodation conflict
is not predominant. Perspective distortions will occur with some of the sequences, depending on viewing
conditions. People were asked to qualify sequences in term of naturalness and visual comfort. Results of test
revealed a clear correlation between perspective conflict and visual discomfort perceived. Whatever the shooting
condition, parallel or toed-in cameras, results are similar. A factor between depth and perspective can be
calculated for each shooting configuration and viewing condition. This factor seems a relevant indicator to
evaluate the comfort of S3D content perception. Subjective tests allowed to better understand the link between
perspective conflicts and visual comfort. Next, studies will be conducted to extend these tests to cinema conditions
were the range of viewing conditions is larger.
Objective view synthesis quality assessment
Show abstract
View synthesis brings geometric distortions which are not handled efficiently by existing image quality assessment
metrics. Despite the widespread of 3-D technology and notably 3D television (3DTV) and free-viewpoints television
(FTV), the field of view synthesis quality assessment has not yet been widely investigated and new quality metrics are
required. In this study, we propose a new full-reference objective quality assessment metric: the View Synthesis Quality
Assessment (VSQA) metric. Our method is dedicated to artifacts detection in synthesized view-points and aims to handle
areas where disparity estimation may fail: thin objects, object borders, transparency, variations of illumination or color
differences between left and right views, periodic objects... The key feature of the proposed method is the use of three
visibility maps which characterize complexity in terms of textures, diversity of gradient orientations and presence of high
contrast. Moreover, the VSQA metric can be defined as an extension of any existing 2D image quality assessment
metric. Experimental tests have shown the effectiveness of the proposed method.
Depth enhancement of S3D content and the psychological effects
Show abstract
Stereoscopic 3D (S3D) imaging technologies are widely used recently to create content for movies, TV programs,
games, etc. Although S3D content differs from 2D content by the use of binocular parallax to induce depth sensation, the
relationship between depth control and the user experience remains unclear.
In this study, the user experience was subjectively and objectively evaluated in order to determine the effectiveness of
depth control, such as an expansion or reduction or a forward or backward shift in the range of maximum parallactic
angles in the cross and uncross directions (depth bracket). Four types of S3D content were used in the subjective and
objective evaluations. The depth brackets of comparison stimuli were modified in order to enhance the depth sensation
corresponding to the content. Interpretation Based Quality (IBQ) methodology was used for the subjective evaluation
and the heart rate was measured to evaluate the physiological effect. The results of the evaluations suggest the following
two points.
(1) Expansion/reduction of the depth bracket affects preference and enhances positive emotions to the S3D content.
(2) Expansion/reduction of the depth bracket produces above-mentioned effects more notable than shifting the
cross/uncross directions.
Perception of size and shape in stereoscopic 3D imagery
Show abstract
This paper explores the mathematical relationships between the scene geometry, camera parameters, and viewing
environment and their influence on the viewer's perception of 3D. The current practice of using horizontal image
translation to set convergence has an effect on the shape ratio and 3D magnification factor of the resulting images and is
not well understood by the industry. This paper examines the gap between the creative processes used by stereographers
and the mathematical relationships affected by those creative processes. Examples images varying the aforementioned
parameters will be demonstrated.
Quality of experience model for 3DTV
Show abstract
Modern stereoscopic 3DTV brings new QoE (quality of experience) to viewers, which not only enhances the 3D
sensation due to the added binocular depth, but may also induce new problems such as visual discomfort. Subjective
quality assessment is the conventional method to assess the QoE. However, the conventional perceived image quality
concept is not enough to reveal the advantages and the drawbacks of stereoscopic images in 3DTV. Higher-level
concepts such as visual experience were proposed to represent the overall visual QoE for stereoscopic images. In this
paper, both the higher-level concept quality indicator, i.e. visual experience and the basic level concepts quality
indicators including image quality, depth quantity, and visual comfort are defined. We aim to explore 3D QoE by
constructing the visual experience as a weight sum of image quality, depth quantity and visual comfort. Two experiments
in which depth quantity and image quality are varied respectively are designed to validate this model. In the first
experiment, the stimuli consist of three natural scenes and for each scene, there are four levels of perceived depth
variation in terms of depth of focus: 0, 0.1, 0.2 and 0.3 diopters. In the second experiment, five levels of JPEG 2000
compression ratio, 0, 50, 100, 175 and 250 are used to represent the image quality variation. Subjective quality
assessments based on the SAMVIQ method are used in both experiments to evaluate the subject's opinion in basic level
quality indicators as well as the higher-level indicator. Statistical analysis of result reveals how the perceived depth and
image quality variation affect different perceptual scales as well as the relationship between different quality aspects.
Towards adapting current 3DTV for an improved 3D experience
L. Blondé,
D. Doyen,
C. Thébault,
et al.
Show abstract
Recent upgrades of HDTV into 3DTV resulted in impairments in displaying stereo contents. One of the most critical
flaws is probably crosstalk and the resultant ghosting effect impairing the 3D experience. The purpose of this study is to
identify the primary source of crosstalk, throughout the full image generation and viewing chain, for a selection of 3D
displays: Liquid Crystal Display (LCD) and Plasma Display Panel (PDP) combined with different active glasses
technologies. Time measurements have been carried out on various display panels and shutter glasses technologies. For
each technology, the crosstalk is a complex combination of several factors depending on display panels, shutter glasses
and their synchronization, and ghost busting. The study tried to discriminate the main sources of crosstalk in each case,
and to simulate the effect of various display panels or shutter glasses performance optimizations. Analysis and
conclusions vary depending on the display technology. For LCD, light leakage at the panel level appears the first cause
of crosstalk, and, in a second step, optimization of the shutter glasses. For PDP the use of more adapted shutter glasses
can mitigate color distortion effects.
Interactive Paper Session: 3D Displays
Integral volumetric imaging with high resolution and smooth motion parallax
Show abstract
This paper proposes a high resolution integral imaging system using a lens array composed of non-uniform decentered
elemental lenses. One of the problems of integral imaging is the trade-off relationship between the resolution and the
number of views. When the number of views is small, motion parallax becomes strongly discrete to maintain the viewing
angle. The only conventional way to solve this problem is to use a finer lens array and a display panel with a finer pixel
pitch. In the proposed method large display area is used to show a smaller and finer 3D image. To realize it, the
elemental lenses should be smaller than the elemental lenses. To cope with the difference of sizes between the elemental
images and the elemental lenses, the lens array is designed so that the optical centers of elemental lenses are located in
the centers of elemental images, not in the centers of elemental lenses. In addition, new image rendering algorithm is
developed so that undistorted 3D image can be presented with a non-uniform lens array. The proposed design of lens
array can be applied to integral volumetric imaging, where display panels are layered to show volumetric images in the
scheme of integral imaging.
Enlargement of viewing freedom of reduced-view SMV display
Show abstract
In order to reduce the resolution of a flat-panel display used for the super multi-view (SMV) display, we previously
proposed a reduced-view SMV display that generates views only around a viewer's left and right eyes. A face-tracking
system with one camera was combined with the reduced-view SMV display to enlarge the viewing freedom. However,
the viewing freedom in the depth direction was limited. In the present study, we propose a SMV display system which
generates views corresponding to three-dimensional (3D) positions of the viewer's eyes to enlarge the viewing freedom
in both the horizontal and depth directions. An eye-tracking system with a stereo camera is combined with the previously
developed reduced-view SMV display. Pixels on the flat-panel display that are seen through each cylindrical lens are
determined geometrically for all of the cylindrical lenses. Parallax images are generated corresponding to the 3D
positions of the viewer's eyes. To achieve the SMV display condition, two or more consecutive pixels including the
determined pixels are used to display the parallax images. The enlargement of the viewing freedom was confirmed by
the experiments.
Color hologram generation using depth map of real objects with viewing-zone-angle expansion
Show abstract
Holography is the ultimate 3D image technology which can display natural 3D images for humans because it records and
reconstructs the wavefront from objects. Previously, we had studied the holography of real scenes and proposed a color
hologram generation method using the same viewpoint for images of a real scene; i.e., color image and depth map.
Although the images reconstructed from the hologram were in full color and in a high-resolution format called 8K4K,
the observed range was only 5.6 degrees, which was insufficient. In this paper, we propose a hologram generation
method with viewing-zone-angle expansion. First, object beams are calculated for the light that propagates in the
different directions and satisfies the maximum diffraction angle. Second, holograms reconstructing the different viewing-zone-
angles are generated by irradiating with reference beams that have different incidence angles. As an experimental
result, the reconstructed images were observed over a wide range and we confirmed the effectiveness of the proposed
method. At this time, to apply a method which calculates the light propagation with FFTs because the amount of
calculation had tripled, we confirmed that the processing speed is nine times faster than that achieved previously.
Stereoscopic surround displays using interference filters
Show abstract
To achieve stereoscopy on surround displays interference filters have some advantages over other techniques. However
these filters introduce strong color differences between the projectors, which may reveal that the display is compound by
multiple projectors. This article presents methods for a computationally efficient correction of the colorimetric properties
of multi-projector surround displays. This correction is based on automated measurements by multiple cameras and a
spectrometer.
The described methods were validated by applying them to a stereoscopic dome display made up of 16 high definition
projectors equipped with Infitec filters. On that display we achieved a significant improvement of the colorimetric
properties compared to regular soft-edge blending. Our reference setup shows that the multi-projector approach
combined with interference filters allows to build highly immersive stereoscopic surround displays fulfilling today's
requirements on spatial resolution, frame rates and interaction latencies.
Design of extended viewing zone at autostereoscopic 3D display based on diffusing optical element
Show abstract
In this paper, to realize a non-glasses type 3D display as next step from the current glasses-typed 3D display, it is
suggested that a viewing zone is designed for the 3D display using DOE (Diffusing Optical Element). Viewing zone of
proposed method is larger than that of the current parallax barrier method or lenticular method. Through proposed
method, it is shown to enable the expansion and adjustment of the area of viewing zone according to viewing distance.
Floating image device with autostereoscopic display and viewer-tracking technology
Show abstract
Now, numerous types of 3D display have been developed or under-developing. However, most of them present
stereoscopic images in a space with limited distance from the physical screen. A display which can deliver stereoscopic
images in the free space and satisfies the touching sense of viewers is always expected. As a result, we proposed a
floating image device with auto-stereoscopic display and viewer tracking technology. The key technology includes that
the optical projected lenses with wide view angle which exceeds 30 degrees, the optimized parameters of 2 views
auto-stereoscopic display which fits the viewing specifications and the viewer tracking technology which can update the
corresponding image of the particular view angle in real time. The novel display is the other choice for consumers
especially for product exhibition, user interface of kiosk and a kind of apparatus of video conference, etc.
A time-sequential multiview autostereoscopic display without resolution loss using a multi-directional backlight unit and an LCD panel
Show abstract
One of most important problems which most of the autostereoscopic display have is the degradation of resolution. In this
paper, a method is proposed to resolve the degradation of resolution using a multi-directional backlight unit and an LCD
panel with a time-sequential operation.
Full-resolution autostereoscopic display using an all-electronic tracking/steering system
Show abstract
PolarScreens is developing a new 3D display technology capable of displaying full HD resolution in each eye without
the need for glasses. The technology combines a regular backlight, a 120Hz 3D LCD panel, a vertical Patterned active
shutter panel and a head tracking system. The technology relies on a 12-sub-pixel wide alternated pattern encoded in
the stereo image to follow the head movement. Alternatively for a passive 3D display, the barrier is made of vertical
strip Polarizer Film. This can be applied to any full resolution polarized display like iZ3D, Perceiva, or active retarder
3D display.
The end result is a full resolution autostereoscopic display with complete head movement freedom. There are no
mechanical moving part (like lenticular) or extra active components to steer the correct L/R image to the user's eyes.
The new display has the capacity of displaying 2D/3D information on a pixel per pixel base so there is no need for full
screen or windowed 2D/3D switchable apparatus.
Design of crossed-mirror array to form floating 3D LED signs
Show abstract
3D representation of digital signage improves its significance and rapid notification of important points. Our goal is to
realize floating 3D LED signs. The problem is there is no sufficient device to form floating 3D images from LEDs. LED
lamp size is around 1 cm including wiring and substrates. Such large pitch increases display size and sometimes spoils
image quality. The purpose of this paper is to develop optical device to meet the three requirements and to demonstrate
floating 3D arrays of LEDs. We analytically investigate image formation by a crossed mirror structure with aerial
aperture, called CMA (crossed-mirror array). CMA contains dihedral corner reflectors at each aperture. After double
reflection, light rays emitted from an LED will converge into the corresponding image point. We have fabricated CMA
for 3D array of LEDs. One CMA unit contains 20 x 20 apertures that are located diagonally. Floating image of LEDs
was formed in wide range of incident angle. The image size of focused beam agreed to the apparent aperture size. When
LEDs were located three-dimensionally (LEDs in three depths), the focused distances were the same as the distance
between the real LED and the CMA.
Interactive Paper Session: Multiview Image Methods
Novel multiview generation framework for 3D displays
Show abstract
In this paper, we propose a novel multi-view generation framework that considers the spatiotemporal consistency of each
synthesized multi-view. Rather than independently filling in the holes of individual generated images, the proposed
framework gathers hole information from each synthesized multi-view image to a reference viewpoint. The method then
constructs a hole map and a SVRL (single view reference layer) at the reference viewpoint before restoring the holes in
the SVRL, thereby generating a spatiotemporally consistent view. A hole map is constructed using depth information of
the reference viewpoint and the input/output baseline length ratio. Thus, the holes in the SVRL can also represent holes
in other multi-view images. To achieve temporally consistent hole filling in the SVRL, the restoration of holes in the
current SVRL is performed by propagating the pixel value of the previous SVRL. Further hole filling is performed using
a depth- and exemplar-based inpainting method. The experimental results showed that the proposed method generates
high-quality spatiotemporally consistent multi-view images in various input/output environments. In addition, the
proposed framework decreases the complexity of the hole-filling process by reducing repeated hole filling.
Calibration of multiview camera with parallel and decentered image sensors
Show abstract
This paper focuses on the calibration problem of a multi-view shooting system designed for the production of 3D content
for auto-stereoscopic visualization. The considered multi-view camera is characterized by coplanar and decentered image
sensors regarding to the corresponding optical axis. Based on the Faugéras and Toscani's calibration approach, a
calibration method is herein proposed for the case of multi-view camera with parallel and decentered image sensors. At
first, the geometrical model of the shooting system is recalled and some industrial prototypes with some shooting
simulations are presented. Next, the development of the proposed calibration method is detailed. Finally, some
simulation results are presented before ending with some conclusions about this work.
Inversion-free multiview subpixel rendering for natural 3D presentation
Show abstract
In this paper, an inversion-free subpixel rendering method that uses eye tracking in a multiview display is proposed. The
multiview display causes an inversion problem when one eye of the user is focused on the main region and the other eye
is focused on the side region. In the proposed method, the subpixel values are rendered adaptively depending on the eye
position of the user to solve the inversion problem. Also, to enhance the 3D resolution without the color artifact, the
subpixel rendering algorithm using subpixel area weighting is proposed instead of the pixel values. In the experiments,
36-view images were seen using active subpixel rendering with the eye tracking system in a four-view display.
Wide-viewing angle three-dimensional display based on the ray reconstruction method using multiple micro-projectors
Show abstract
We propose an omnidirectional three-dimensional (3D) display system. This is a tool for communication around a 3D
image among a small number of people. This 3D display system consists of multiple basic 3D display units. The basic
unit consists of a micro-projector, a lenticular lens array sheet, and a cylindrical lens. In this basic unit, since a screen is
not used, the light rays from a micro-projector pass through a lenticular lens array sheet and observed directly. Thus, the
spatial density distribution of projected light rays is partial. To average the spatial density of projected light rays, we use
a cylindrical lens. To increase the viewing angle, we aligned multiple basic units in a circle, and displayed 3D images at
the center of the circle. To verify the effectiveness of the proposed 3D display, we constructed the prototype system. This
prototype consists of 8 basic units. They are aligned 18-degree apart in a circle and the radius is 95 mm. The maximum
size of displayed 3D images is 35 mm x 40 mm x 35 mm. The viewing angle of a 3D image is 124-degree. This paper
describes the principle of proposed 3D display system, and also describes the experimental results.
Multi-layered see-through movie in diminished reality
Show abstract
This paper presents generating a multi-layered see-through movie for an auto-stereoscopic display. This work is
based on Diminished Reality (DR), which is one of the research fields of Augmented Reality (AR). In the usual
AR, some virtual objects are added on the real world. On the other hand, DR removes some real objects from
the real world. Therefore, the background is visualized instead of the real objects (obstacles) to be removed.
We use multiple color cameras and one TOF depth camera. The areas of obstacles are defined by using the
depth camera based on the distance of obstacles. The background behind the obstacles is recovered by planarprojection
of multiple cameras. Then, the recovered background is overlaid onto the removed obstacles. For
visualizing it through the auto-stereoscopic display, the scene is divided into multiple layers such as obstacles
and background. The pixels corresponding to the obstacles are not visualized or visualized semi-transparently
at the center viewpoints. Therefore, we can see that the obstacles are diminished according to the viewpoints.
An independent motion and disparity vector prediction method for multiview video coding
Show abstract
The inter-view prediction is used as well as the temporal prediction in order to exploit both the temporal and inter-view
redundancies in multiview video coding. Accordingly, the multiview video coding has two types of motion vectors that
are the temporal motion vector and the disparity vector, respectively. The disparity vector is generally uncorrelated with
the temporal motion vector. However, they are used together to predict the motion vector regardless of their types,
therefore an efficiency of the conventional predictive coding of multiview video coding is decreased. In order to increase
the accuracy of the predicted motion vector, a new motion vector prediction method including virtual temporal motion
vector and virtual disparity vector is proposed for both the multiview video and multiview video plus depth formats. The
experimental results show that the proposed method can reduce the coding bitrates by 6.5% in average and 14.6% at
maximum in terms of Bjontegaard metric compared to the conventional method.
Geometry compensation using depth and camera parameters for three-dimensional video coding
Show abstract
One of the important issues for a next generation broadcasting system is how to compress a massive amount of threedimensional
(3D) video efficiently. In this paper, we propose a geometry compensation method for 3D video coding
exploiting color videos, depth videos and camera parameters. In the proposed method, we first generate a compensated
view, which is located at the geometrically same position with the current view, using depth and camera parameters of
neighboring views. Then, the compensated view is used as a reference picture to reduce the inter-view redundancies such
as disparity and motion vectors. Furthermore, considering the direction of hole-regions, we propose a hole-filling method
for picture of P-view to fill up the holes based on the neighboring background pixels. The experimental results show that
the proposed algorithm increases BD-PSNRs up to 0.22dB and 0.63dB for P- and B-views, respectively. Meanwhile, we
achieved up to 6.28% and 18.32% BD bit-rates gain for P- and B- views, respectively.
Converting conventional stereo pairs to multiview sequences using morphing
Show abstract
Autostereoscopic multi view displays require multiple views of a scene to provide motion parallax. When an observer
changes viewing angle different stereoscopic pairs are perceived. This allows new perspectives of the scene to be seen
giving a more realistic 3D experience. However, capturing arbitrary number of views is at best cumbersome, and in some
occasions impossible. Conventional stereo video (CSV) operates on two video signals captured using two cameras at two
different perspectives. Generation and transmission of two views is more feasible than that of multiple views. It would be
more efficient if multiple views required by an autostereoscopic display can be synthesized from these sparse set of views.
This paper addresses the conversion of stereoscopic video to multiview video using the video effect morphing. Different
morphing algorithms are implemented and evaluated. Contrary to traditional conversion methods, these algorithms disregard
the physical depth explicitly and instead generate intermediate views using sparse sets of correspondence features
and image morphing. A novel morphing algorithm is also presented that uses scale invariant feature transform (SIFT) and
segmentation to construct robust correspondences features and qualitative intermediate views. All algorithms are evaluated
on a subjective and objective basis and the comparison results are presented.
Multiview video and depth compression for free-view navigation
Show abstract
In this paper, we discuss a multiview video and depth coding system for Multiview video applications such as 3DTV
and Free View-point Television (FTV) 1. We target an appropriate multiview and depth compression method. And then
we investigate the effect on free view synthesis quality by changing the transmission rates between multiview and depth
sequences. In the simulations, we employ MVC in parallel to compress the multiview video and depth sequences at
different bitrates, and compare the virtual view sequences generated by decoded data with the original video sequences
taken in the same viewpoint. Our experimental results show that bitrates of multi depth stream has less effect on the view
synthesis quality compared with the multi view stream.
A layered inpainting method for virtual view synthesis
Seona Kim,
Kyong Joon Lee,
Chan Kim,
et al.
Show abstract
In this paper, we presented a new approach in view synthesis based on the concept of missing area being filled
with the background parts. Viewing synthesis is a method to generate a virtual scene in a desired view point.
Previous approaches generally assumed that a virtual camera located between a pair of reference cameras. In
contrast, we consider the case where the virtual camera located outside the reference cameras. The contents
consist of two parts: layer separation and layer inpainting. In the layer separation, it extracts the background
part from the images. The part is essential since layer inpainting inferred the result of it. After that, layer
inpainting is implied to fill the occlusion region with the background layer. Therefore, it significantly improve
the quality of inpainting in view synthesis. It should be noted that this research has only examined with image
set from the Microsoft research yet. It has clear boundary between object and background, but patch based
inpainting is applied in this framework. It is suggested that future studies can use better inpainting method in
order to enhance the accuracy of indicator.
Analysis on ray reconstruction characteristics of multiview and integral imaging display
Show abstract
We performed a comparative analysis for multi-view autostereoscopic display and horizontal parallax only integral
imaging display. The spatio-angular ray distribution reconstructed by two technologies is calculated and used as a metric
to evaluate the three-dimensional image reconstruction quality. Based on the ray reconstruction characteristics, we also
propose a method to convert a set of perspective images for multi-view displays to a set of orthographic images for
integral imaging display.
A content-based method for perceptually driven joint color/depth compression
Show abstract
Multi-view Video plus Depth (MVD) data refer to a set of conventional color video sequences and an associated set of depth video sequences, all acquired at slightly different viewpoints. This huge amount of data necessitates a reliable compression method. However, there is no standardized compression method for MVD sequences. H.264/MVC compression method, which was standardized for Multi-View-Video representation (MVV), has been the subject of many adaptations to MVD. However, it has been shown that MVC is not well adapted to encode multi-view depth data. We propose a novel option as for compression of MVD data. Its main purpose is to preserve joint color/depth consistency. The originality of the proposed method relies on the use of the decoded color data as a prior for the associated depth compression. This is meant to ensure consistency in both types of data after decoding. Our strategy is motivated by previous studies of artifacts occurring in synthesized views: most annoying distortions are located around strong depth discontinuities and these distortions are due to misalignment of depth and color edges in decoded images. Thus the method is meant to preserve edges and to ensure cosistent localization of color edges and depth edges. To ensure compatibility, colored sequences are encoded with H.264. Depth maps compression is based on a 2D still image codec, namely LAR (locally adapted resolution). It consists in a quad-tree representation of the images. The quad-tree representation contributes in the preservation of edges in both color and depth data. The adopted strategy is meant to be more perceptually driven than state-of-the-art methods. The proposed approach is compared to H.264 encoding of depth images. Objective metrics scores are similar with H.264 and with the proposed method, and visual quality of synthesized views is improved with the proposed approach.
Interactive Paper Session: Stereoscopic Image Methods
Efficient panoramic sampling of real-world environments for image-based stereoscopic telepresence
Show abstract
A key problem in telepresence systems is how to effectively emulate the subjective experience of being there delivered
by our visual system. A step toward visual realism can be achieved by using high-quality panoramic snapshots instead of
computer-based models of the scene. Furthermore, a better immersive illusion can be created by enabling the free viewpoint
stereoscopic navigation of the scene, i.e. using omnistereoscopic imaging. However, commonly found implementation
constraints of telepresence systems such as acquisition time, rendering complexity, and storage capacity, make the idea of
using stereoscopic panoramas challenging. Having these constraints in mind, we developed a technique for the efficient
acquisition and rendering of omnistereoscopic images based on sampling the scene with clusters of three panoramic images
arranged in a controlled geometric pattern. Our technique can be implemented with any off-the-shelf panoramic cameras.
Furthermore, it does not require neither the acquisition of additional depth information of the scene nor the estimation of
camera parameters. The low the computational complexity and reduced data overhead of our rendering process make it
attractive for the large scale stereoscopic sampling in a variety of scenarios.
Partial 2D to S3D conversion and the cognitive characteristics
Show abstract
2D to stereoscopic 3D (S3D) conversion methods, which is one approach to creating S3D content, are divided into
automatic "on-line" and manual "off-line" methods. Off-line conversion of 2D to S3D is expensive, but offers higher
S3D image quality. Moreover, while off-line conversion provides more flexible control over parallax than stereo filming,
in most cases, 2D images are converted according to the monocular depth cues. The authors propose a new method that
adds uncrossed parallax to entire 2D images and crossed parallax only to specific areas. The authors conducted
subjective and objective evaluations to examine the cognitive characteristics of partial 2D to S3D conversion. This paper
describes the details of the proposed method and the results of the evaluations.
Disparity-compensated view synthesis for S3D content correction
Show abstract
The production of stereoscopic 3D HD content is considerably increasing and experience in 2-view acquisition is in
progress. High quality material to the audience is required but not always ensured, and correction of the stereo views
may be required. This is done via disparity-compensated view synthesis. A robust method has been developed dealing
with these acquisition problems that introduce discomfort (e.g hyperdivergence and hyperconvergence...) as well as
those ones that may disrupt the correction itself (vertical disparity, color difference between views...). The method has
three phases: a preprocessing in order to correct the stereo images and estimate features (e.g. disparity range...) over the
sequence. The second (main) phase proceeds then to disparity estimation and view synthesis. Dual disparity estimation
based on robust block-matching, discontinuity-preserving filtering, consistency and occlusion handling has been
developed. Accurate view synthesis is carried out through disparity compensation. Disparity assessment has been
introduced in order to detect and quantify errors. A post-processing deals with these errors as a fallback mode. The paper
focuses on disparity estimation and view synthesis of HD images. Quality assessment of synthesized views on a large set
of HD video data has proved the effectiveness of our method.
Virtual view interpolation at arbitrary view points for mixed-resolution 3D videos
Show abstract
For a full motion parallax 3D display, it is necessary to supply multiple views obtained from a series of different
locations. However, it is impractical to deliver all of the required views because it will result in a huge size of
bit streams. In the previous work, authors proposed a mixed resolution 3D video format composed of color and
depth information pairs with heterogeneous resolutions, and also suggested a view synthesis algorithm for mixed
resolution videos. This paper reports a more refined view interpolation method and improved results.
Efficient dense blur map estimation for automatic 2D-to-3D conversion
Show abstract
Focus is an important depth cue for 2D-to-3D conversion of low depth-of-field images and video. However, focus
can be only reliably estimated on edges. Therefore, Bea et al. [1] first proposed an optimization based approach
to propagate focus to non-edge image portions, for single image focus editing. While their approach produces
accurate dense blur maps, the computational complexity and memory requirements for solving the resulting
sparse linear system with standard multigrid or (multilevel) preconditioning techniques, are infeasible within
the stringent requirements of the consumer electronics and broadcast industry. In this paper we propose fast,
efficient, low latency, line scanning based focus propagation, which mitigates the need for complex multigrid
or (multilevel) preconditioning techniques. In addition we propose facial blur compensation to compensate for
false shading edges that cause incorrect blur estimates in people's faces. In general shading leads to incorrect
focus estimates, which may lead to unnatural 3D and visual discomfort. Since visual attention mostly tends to
faces, our solution solves the most distracting errors. A subjective assessment by paired comparison on a set
of challenging low-depth-of-field images shows that the proposed approach achieves equal 3D image quality as
optimization based approaches, and that facial blur compensation results in a significant improvement.
ROI-based transmission method for stereoscopic video to maximize rendered 3D video quality
Show abstract
A technique to improve the rendering quality of novel views for colour plus depth based 3D video is proposed. Most
depth discontinuities occur around the edges of depth map objects. If information around edges of both colour and depth
map images is lost during transmission, this will affect the quality of the rendered views. Therefore this work proposes a
technique to categorize edge and surrounding areas into two different regions (Region Of Interests (ROIs)) and later
protect them separately to provide Unequal Error Protection (UEP) during transmission. In this way the most important
edge areas (vital for novel view rendering) will be more protected than other surrounding areas. This method is tested
over a H.264/AVC based simulcast encoding and transmission setup. The results show improved rendered quality with
the proposed ROI-based UEP method compared to Equal Error Protection (EEP) method.
Stereoscopic image-inpainting-based view synthesis algorithm for glasses-based and glasses-free 3D displays
Show abstract
We propose a new algorithm for synthesis of novel views based on existing stereo 3D imagery for both glasses-based
and glasses-free 3D displays. Due to the often differing audience preferences for stereo depth perception on glasses-based
displays, the range of perceived 3D depth needs to be either compressed or expanded. The proposal algorithm
enables this depth adjustment through the synthesis of new virtual views, by incorporating intensity, disparity, and
geometric saliency cues present in the stereo image pair. The proposed algorithm is further capable of eliminating the
grid quantization artifacts, a common phenomenon when manipulating discrete image disparities. The algorithm can be
also applied for generating multiple views for glasses-free 3D displays, based on the same stereo imagery. Successful
results are demonstrated on real-world video datasets, and evaluated and validated by human subject studies.
Towards a real-time high-definition depth sensor with hardware-efficient stereo matching
Show abstract
In this paper, we present a hardware design of stereo matching for depth extraction. It is capable of matching
high-definition images at real-time speed, producing high-quality disparity maps. The stereo algorithm comprises
three major components, i.e. census transform, dynamic programming and local-adaptive voting. The census
transform makes our method robust to radiometric differences. The dynamic programming method propagates
information along scanlines by imposing a smoothness criterion. The local-adaptive voting further improves the
matching quality, utilizing the correlation between intensity images and disparity maps. The whole algorithm
is prototyped on a FPGA platform, effectively harnessing the power of parallel computing. With a working
frequency of 65MHz, our design can produce high-quality 1024×768 disparity maps at 60fps.
Interactive floating windows: a new technique for stereoscopic video games
Show abstract
The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as
an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to
bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D
video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and
have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in
other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions
to work within an interactive framework. In this paper we extend the dynamic floating window technique into the
interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size,
and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the
stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it
is our hope that this initiates further discussion in the game development community to strengthen their story-telling
mechanisms in stereoscopic 3D games.
Stereoscopic reconfiguration for 3D displays
Show abstract
In this paper, we present a method to reconfigure 3D movies in order to minimize distortion when seen on a
different display than the one it has been configured for. By their very nature, 3D broadcasts come with a
stereoscopic pair to be seen by the left and right eyes. However, according to reasons that we ought to explain
in the paper, the cameras used to shoot a movie are calibrated according to specific viewing parameters such
as the screen size, the viewing distance and the eye separation. As a consequence, a 3D broadcast seen on a
different display (say a home theater or a PC screen) than the one it has been configured for (say an IMAX R
screen) will suffer from noticeable distortions. In this paper, we describe the relationship between the size of
the 3D display, the position of the observer, and the intrinsic and extrinsic parameters of the cameras. With
this information, we propose a method to reorganize the stereoscopic pair in order to minimize distortion when
seen on an arbitrary display. In addition to the raw video pair, our method uses the viewing distance, a rough
estimate of the 3D scene, and some basic information on the 3D display. An inpainting technique is used to fill
disoccluded areas.
Interactive Paper Session: Stereoscopic Applications
A simultaneous 2D/3D autostereo workstation
Show abstract
We present a novel immersive workstation environment that scientists can use for 3D data exploration and as their everyday
2D computer monitor. Our implementation is based on an autostereoscopic dynamic parallax barrier 2D/3D display, interactive
input devices, and a software infrastructure that allows client/server software modules to couple the workstation to
scientists' visualization applications. This paper describes the hardware construction and calibration, software components,
and a demonstration of our system in nanoscale materials science exploration.
Interactive stereoscopic visualization of large-scale astrophysical simulations
Ralf Kaehler,
Tom Abel
Show abstract
In the last decades three-dimensional, time-dependent numerical simulations have become a standard tool in
astrophysics and cosmology. This gave rise to a growing demand for analysis methods that are tailored to this
type of simulation data, for example high-quality visualization approaches such as direct volume rendering and the
display of stream lines. The modelled phenomena in numerical astrophysics usually involve complex spatial and
temporal structures, and stereoscopic display techniques have proven to be particularly beneficial to clarify the
spatial relationships of the relevant features. In this paper we present a flexible software framework for interactive
stereoscopic visualizations of large time-dependent, three-dimensional astrophysical and cosmological simulation
datasets. It is designed to enable fast and intuitive creation of complete rendering workflows, from importing
datasets, the definition of various parameters, including camera paths and stereoscopic settings, to the storage of
the final images in various output formats. It leverages the power of modern graphics processing units (GPUs)
and supports high-quality floating-point precision throughout the whole rendering pipeline. All functionality is
scriptable through Javascript. We give several application examples, including sequences produced for a number
of planetarium shows.
Designing stereoscopic information visualization for 3D-TV: What can we learn from S3D gaming?
Show abstract
This paper explores graphical design and spatial alignment of visual information and graphical elements into
stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions.
The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic
display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically
designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability
with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their
stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As
a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information:
explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss
possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content.
This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV,
e.g., live editing and real-time alignment of visual information into 3D footage.
A stereoscopic movie player with real-time content adaptation to the display geometry
Sylvain Duchêne,
Martin Lambers,
Frédéric Devernay
Show abstract
3D shape perception in a stereoscopic movie depends on several depth cues, including stereopsis. For a given content,
the depth perceived from stereopsis highly depends on the camera setup as well as on the display size and distance. This
can lead to disturbing depth distortions such as the cardboard effect or the puppet theater effect. As more and more
stereoscopic 3D content is produced in 3D (feature movies, documentaries, sports broadcasts), a key point is to get the
same 3D experience on any display. For this purpose, perceived depth distortions can be resolved by performing view
synthesis. We propose a real time implementation of a stereoscopic player based on the open-source software Bino,
which is able to adapt a stereoscopic movie to any display, based on user-provided camera and display parameters.