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CHLUBNA, T.; MILET, T.; ZEMČÍK, P.
Originální název
How Capturing Camera Trajectory Distortion Affects User Experience on Looking Glass 3D Display
Anglický název
Druh
Článek WoS
Originální abstrakt
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.
Anglický abstrakt
Klíčová slova
Looking Glass, 3D display, holography, stereoscopic display
Klíčová slova v angličtině
Autoři
Rok RIV
2025
Vydáno
01.02.2024
ISSN
1573-7721
Periodikum
MULTIMEDIA TOOLS AND APPLICATIONS
Svazek
2024
Číslo
83
Stát
Nizozemsko
Strany od
20265
Strany do
20287
Strany počet
23
URL
https://link.springer.com/article/10.1007/s11042-023-16350-5
BibTex
@article{BUT185189, author="Tomáš {Chlubna} and Tomáš {Milet} and Pavel {Zemčík}", title="How Capturing Camera Trajectory Distortion Affects User Experience on Looking Glass 3D Display", journal="MULTIMEDIA TOOLS AND APPLICATIONS", year="2024", volume="2024", number="83", pages="20265--20287", doi="10.1007/s11042-023-16350-5", issn="1380-7501", url="https://link.springer.com/article/10.1007/s11042-023-16350-5" }