• Title/Summary/Keyword: 3-D Stereoscopic

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From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.

In Watching 3D Stereoscopic Display Using the Binocular Disparity, the Effect of Pupillary Distance of Adults and Children on the Perception of 3D Image (양안시차를 이용한 3D 입체영상 장치의 시청에 있어 성인 및 아동의 동공간거리가 미치는 영향)

  • Kang, Seok Hyon;Hong, HyungKi
    • Journal of Korean Ophthalmic Optics Society
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    • v.16 no.3
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    • pp.299-305
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    • 2011
  • Purpose: In watching 3D stereoscopic display using the binocular disparity, effect of difference of the pupillary distance between the adults and children on the perception of depth were investigated. Methods: The average PD of children was determined from the PD measurements of children of the elementary school of 2nd and 3rd grade in Seoul. The location of crossing visual axes were derived from the relation of the binocular disparity and the PD for the adults and children. Results: The average PD of the children was measured to be 57.3 mm which was smaller than the average PD of the adults that was known to be about 65 mm. As the binocular disparity increases to the positive direction, the crossing location steeply moves farther behind the screen. On the other hand, when the binocular disparity increases to the negative direction, the crossing location gradually moves toward the viewer. For the same amount of the binocular disparity, the crossing locations were derived to be larger for the children than the adults due to the difference of the PD. Therefore, children will perceive larger depth than the adults. Conclusions: Small PD of the viewer causes the larger amount of the depth perception. In producing the stereoscopic images, the average PD of children as well as adults need to be considered.

An Objective No-Reference Perceptual Quality Assessment Metric based on Temporal Complexity and Disparity for Stereoscopic Video

  • Ha, Kwangsung;Bae, Sung-Ho;Kim, Munchurl
    • IEIE Transactions on Smart Processing and Computing
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    • v.2 no.5
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    • pp.255-265
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    • 2013
  • 3DTV is expected to be a promising next-generation broadcasting service. On the other hand, the visual discomfort/fatigue problems caused by viewing 3D videos have become an important issue. This paper proposes a perceptual quality assessment metric for a stereoscopic video (SV-PQAM). To model the SV-PQAM, this paper presents the following features: temporal variance, disparity variation in intra-frames, disparity variation in inter-frames and disparity distribution of frame boundary areas, which affect the human perception of depth and visual discomfort for stereoscopic views. The four features were combined into the SV-PQAM, which then becomes a no-reference stereoscopic video quality perception model, as an objective quality assessment metric. The proposed SV-PQAM does not require a depth map but instead uses the disparity information by a simple estimation. The model parameters were estimated based on linear regression from the mean score opinion values obtained from the subjective perception quality assessments. The experimental results showed that the proposed SV-PQAM exhibits high consistency with subjective perception quality assessment results in terms of the Pearson correlation coefficient value of 0.808, and the prediction performance exhibited good consistency with a zero outlier ratio value.

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Development of 3D Display Simulator (3D 디스플레이 시뮬레이터의 개발)

  • Kim, Ki Hyuk;Lee, Ho-Dong;Park, Min-Chul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.327-328
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    • 2011
  • 3D 영상산업이 발전해 오면서 현재 3D 영상으로 가장 많이 사용되는 것이 stereoscopic 이다. 이러한 stereoscopic 영상을 표현해 주는 기기로써, 셔터식 혹은 편광식 3D 디스플레이가 사용되고 있으며 두가지 방식 모두 제품화가 이루어져 경쟁을 하고 있는 상황이다. 그러나 이러한 3D 디스플레이에 관련하여 crosstalk 문제는 해결해야 하는 가장 큰 문제로 남아 있다. 본 논문에서는 편광식 3D 디스플레이의 다양한 파라메터에서 나타날 수 있는 crosstalk를 시뮬레이션하여 보여주는 시뮬레이터를 제안한다. 다양한 옵션하에서 나타날 수 있는 crosstalk를 시뮬레이션하여 보여줌으로써, 3D 디스플레이의 제작에 있어 crosstalk를 최소화하기 위한 최적의 파라메터를 찾을 수 있다.

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A Study on the video production reflecting the characteristic of 3D stereoscopic (3D 영상의 특징을 반영한 영상제작에 대한 연구)

  • Lee, Yongwhan;Kang, Changhoon;Shin, Jinseob
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.303-306
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    • 2013
  • 본 논문에서는 3D 영상 제작의 특징적인 면을 알아보고, 이를 통해 영상을 촬영과 편집해보는 전체 과정에 대해 알아본다. 3D 영상을 제작하기 위해서 기존의 영상촬영과는 달리 고려할 사항이 많다. 이에 본 논문에서는 기본적인 3D 영상 촬영의 특징과 촬영상의 주의 할 점을 실제 3D 영상 촬영을 통해 제시하고자 한다. 특히 깊이 특징을 나타내기 위한 화면의 구도 설정과 이를 통한 실제 영상의 결과를 중심으로 이론과 실제 촬영상의 결과를 알아본다.

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A Development of DMB-AF Player Supporting 3D Video Contents (3D 비디오 콘텐트를 지원하는 DMB-AF 플레이어 개발)

  • Kim, Yong-Han;Park, Min-Kyu
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.542-551
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    • 2011
  • Recently an extension to DMB-AF (Digital Multimedia Broadcasting Application Format) standard was proposed in [1] without sufficient validation for industrial application due to incomplete implementation. The extended DMB-AF can include stereoscopic video and stereoscopic images for interactive service data, i.e., MPEG-4 BIFS data, in addition to the existing 2D video and 2D images for BIFS services. The contents in the extended DMB-AF can provide a temporal mixture of 2D/3D video presentations possibly with or without 2D/3D images for BIFS services. In this paper we developed DMB-AF player software that can play the extended DMB-AF files and authored several test files for its verification. As a result, we introduced a new method for indicating dependencies of 3D media tracks to improve the extension in [1] and validated the extended DMB-AF with the improvement.

Development of Interactive 3D Stereoscopic Animated Storybooks (인터렉티브 3D 입체 전자동화 개발)

  • Song, Mi-Young;Lee, Hyeon-Ah;Lee, Ye-Ji;Cho, Hye-Jin;Kim, Da-Jeong;Jo, A-Reum
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.373-375
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    • 2018
  • 본 논문은 기존의 2D 전자 동화책과는 달리 유아들에게 보다 창의적이고, 극적표현력을 길러줄 수 있도록 오프라인의 출판 원작동화의 내용과 그림을 안드로이드 기반으로 3D 입체 기술을 접목시킨 인터렉티브 에듀테인먼트로 3D 입체 전자동화를 개발한다. 즉, 동화의 줄거리에 따라 살아 움직이는 장면을 인터렉티브 애니메이션 뿐 만 아니라 좀 더 생생하게 동화를 체험할 수 있는 인터렉티브 3D 입체 전자 동화를 개발한다.

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DOF Correction of Heterogeneous Stereoscopic Cameras (이종 입체영상 카메라의 피사계심도 일치화)

  • Choi, Sung-In;Park, Soon-Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.169-179
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    • 2014
  • In this paper, we propose a DOF (Depth of Field) correction technique by determining the values of the internal parameters of a 3-D camera which consists of stereoscopic cameras of different optical properties. If there is any difference in the size or the depth range of focused objects in the left and right stereoscopic images, it could cause visual fatigue to human viewers. The object size of in the stereoscopic image is corrected by the LUT of zoom lenses, and the forward and backward DOF are corrected by the object distance. Then the F-numbers are determined to adjust the optical properties of the camera for DOF correction. By applying the proposed technique to a main-sub type 3-D camera using a GUI-based DOF simulator, the DOF of the camera is automatically corrected.

A Real-Time Stereoscopic Image Conversion Method Based on A Single Frame (단일 프레임 기반의 실시간 입체 영상 변환 방법)

  • Jung Jae-Sung;Cho Hwa-Hyun;Choi Myung-Ryul
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.45-52
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    • 2006
  • In this paper, a real-time stereoscopic image conversion method using a single frame from a 2-D image is proposed. The Stereoscopic image is generated by creating depth map using vortical position information and parallax processing. For a real-time processing of stereoscopic conversion and reduction of hardware complexity, it uses image sampling, object segmentation by standardizing luminance and depth map generation by boundary scan. The proposed method offers realistic 3-D effect regardless of the direction, velocity and scene conversion of the 2-D image. It offers effective stereoscopic conversion using images suitable conditions assumed in this paper such as recorded image at long distance, landscape and panorama photo because it creates different depth sense using vertical position information from a single frame. The proposed method can be applied to still image because it uses a single frame from a 2-D image. The proposed method has been evaluated using visual test and APD for comparing the stereoscopic image of the proposed method with that of MTD. It is confirmed that stereoscopic images conversed by the proposed method offers 3-D effect regardless of the direction and velocity of the 2-D image.