![]() ![]() ![]() These pseudoscopic movements appear when the observer moves in front of the stereoscopic screen. Finally, we propose a method that removes pseudoscopic movements in a virtual reality application. This improvement is based on a sharing of the informations common to the two stereoscopic views. Our enhancement provides the second view with only low additional computation time whereas most of the others techniques require to render the scene twice. According to video-based rendering practical applications in virtual reality, we propose an improvement of the plane sweep method dealing with stereoscopic images computation that provides visualization of the virtual scene in relief. We also present an adaptation of the plane sweep algorithm that handles partial occlusions. this camera does not need to lie between the input camera's area. Compared with previous approaches, this method implies fewer constraints on the position of the virtaul camera, i.e. We first propose a new scoring method increasing the visual quality of the new images. Our main contribution to this method concerns the way to consider whether a point of a plane lies on the surface of an object of the scene. This method is well suited to an implementation using graphic hardware and thus to reach realtime rendering. These informations are used to compute a new view of the scene from a new viewpoint. Each point of each plane is processed independently in order to know if it lies on the surface of an object of the scene. The plane sweep method divides space in parallel planes. Our main contribution to video-base rendering concerns the plane sweep method which belongs to the latter family. Other methods try to achieve real-time rendering. A first approach is based on a reconstruction of the scene and can provide accurate models but often requires lengthy computation before visualization. Nevertheless, the virtual images are computed from static cameras. The user of this system controls the virtual camera's movement through the scene. Given a set images of the same scene, the goal of video-based rendering methods is to compute new views of this scene from new viewpoints. Therefore, the 3D images constructed using our method are useful for tranmission through the cyberworld. More- over, file size gets smaller than that of an original autostere- ogram image because indexed colors are used. Our technique can also be used for steganography to hide color information. Color information is embedded in a monochrome autostereogram image, and colors appear when the correct color table is used. Using our technique, au- tostereogram images shown on a display change, and view- ers can enjoy perceiving three-dimensional object and its colors in two stages. We also propose a technique to embed color informa- tion in autostereogram images. In this paper, we propose a method to construct autostereogram images taking into ac- count color variation of objects, such as shading. In previous methods, the colors of objects were ignored when construct- ing autostereogram images. An autostereogram is one of the ways to represent three- dimensional objects taking advantage of binocular paral- lax, by which depths of objects are perceived. Information on appearances of three-dimensional ob- jects are transmitted via the Internet, and displaying objects plays an important role in a lot of areas such as movies and video games. Frame rates of 25 fps are attained at a resolution of 1024x512 pixels on a standard PC using a consumer-grade nVidia GeForce4 graphics card, demonstrating the real-time capability of the system. No data has to be transferred between main memory and the graphics card for generating the autostereograms, leaving CPU capacity available for other tasks. A vertex program determines the parallax for each vertex of the geometry model, and the graphics hardware's texture unit is used to render the dot pattern. In contrast to conventional SIRDS algorithms, we render multiple pixels in a single step using a texture-based approach, exploiting the parallel-processing architecture of modern graphics hardware. Subjective tests show that the perception of a moving or rotating 3D scene presents no problem: The gaze remains focused onto the object. The presented system allows rotating a 3D geometry model and observing the object from arbitrary positions in real-time. We present in this work an algorithm that generates SIRDS at interactive frame rates on a conventional PC. Once trained in decoupling the eyes' convergence and focusing, autostereograms of this kind are able to convey the three-dimensional impression of a scene. Single Image Random Dot Stereograms (SIRDS) are an attractive way of depicting three-dimensional objects using conventional display technology. ![]()
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