How Capturing Camera Trajectory Distortion Affects User Experience on Looking Glass 3D Display
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26230%2F24%3APU149416" target="_blank" >RIV/00216305:26230/24:PU149416 - isvavai.cz</a>
Výsledek na webu
<a href="https://link.springer.com/article/10.1007/s11042-023-16350-5" target="_blank" >https://link.springer.com/article/10.1007/s11042-023-16350-5</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/s11042-023-16350-5" target="_blank" >10.1007/s11042-023-16350-5</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
How Capturing Camera Trajectory Distortion Affects User Experience on Looking Glass 3D Display
Popis výsledku v původním jazyce
This paper proposes an evaluation method for an optimal scene capture for a 3D display. The method analyzes multi-view data to determine capture guidelines. An user study was conducted to verify the proposed method and to discover the distortion limits of the optimal capturing camera positions. The discovered limits are 0.3° in rotations and 4px in the translation of the area of interest. Different variants of distortions were compared and their significance in visual degradation was evaluated. Rotational distortions were the most tolerated by users, followed by translational and combined. The solid-color background and suppressed head motion increase the user's tolerance to the artifacts. The paper also proposes a 2D-reprojection-based correction method for unsuitably captured scenes. In some cases, this reprojection increased the measured limits by up to 60× compared to the uncorrected distortions and proved to be effective. This study supplements existing studies with a large set of previously unexplored measurements and provides results relevant to current state-of-the-art 3D displays. It reveals important information for possible future 3D display rendering or capture methods. The images captured and corrected according to the proposed method can be displayed directly on a 3D display by Looking Glass Factory, creating a 3D effect without additional VR or AR equipment.
Název v anglickém jazyce
How Capturing Camera Trajectory Distortion Affects User Experience on Looking Glass 3D Display
Popis výsledku anglicky
This paper proposes an evaluation method for an optimal scene capture for a 3D display. The method analyzes multi-view data to determine capture guidelines. An user study was conducted to verify the proposed method and to discover the distortion limits of the optimal capturing camera positions. The discovered limits are 0.3° in rotations and 4px in the translation of the area of interest. Different variants of distortions were compared and their significance in visual degradation was evaluated. Rotational distortions were the most tolerated by users, followed by translational and combined. The solid-color background and suppressed head motion increase the user's tolerance to the artifacts. The paper also proposes a 2D-reprojection-based correction method for unsuitably captured scenes. In some cases, this reprojection increased the measured limits by up to 60× compared to the uncorrected distortions and proved to be effective. This study supplements existing studies with a large set of previously unexplored measurements and provides results relevant to current state-of-the-art 3D displays. It reveals important information for possible future 3D display rendering or capture methods. The images captured and corrected according to the proposed method can be displayed directly on a 3D display by Looking Glass Factory, creating a 3D effect without additional VR or AR equipment.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/8A21015" target="_blank" >8A21015: AI-augmented automation for efficient DevOps, a model-based framework for continuous development At RunTime in cyber-physical systems</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
MULTIMEDIA TOOLS AND APPLICATIONS
ISSN
1380-7501
e-ISSN
1573-7721
Svazek periodika
2024
Číslo periodika v rámci svazku
83
Stát vydavatele periodika
NL - Nizozemsko
Počet stran výsledku
23
Strana od-do
20265-20287
Kód UT WoS článku
001040925900007
EID výsledku v databázi Scopus
2-s2.0-85166208541