This study proposes a method for creating projection images for projectors in a volumetric display that presents 3D images by overlapping projection rays. Conventional methods have limited the presented 3D images to the silhouettes of objects. However, by generating projection images based on the back-projection method of Computed Tomography, it is theoretically possible to project objects with internal details or figures drawn on horizontal planes. In this paper, simulations of the back-projection method were conducted using MATLAB to evaluate the number of projectors required to present 3D images using the proposed method.
Many studies on autostereoscopic displays have been conducted in recent years. In this study, we developed an environment to improve the quality of stereoscopic images on the stacked Pepper's ghost light field display and to identify the causes of quality degradation. In the experiment, an ideal shooting environment was created in a virtual environment using Unity, and stereoscopic images could be generated using the same procedure as that for generating stereoscopic images in a real environment. In addition, parallax was observed in the generated images, confirming that stereoscopic viewing was possible. In addition, a calibration pattern was created to display the stereoscopic images generated using the virtual environment in the real environment. In the future, we aim to confirm the quality of stereoscopic images by displaying stereoscopic images generated using the virtual environment in a real environment.
Virtual force sensation is a virtual-perception of force through illusion. It can be generated by applying asymmetric vibration to the human skin using an actuator. The accuracy of virtual force sensation perception decreases as the presentation direction increases. In this study, momentarily virtual force sensation in the opposite direction is generated just before the desired direction. Then the accuracy of virtual force sensation perception is improved in the desired direction.
Walking through real space and moving through virtual space is one of the methods to improve the immersive experience of VR content. However, the space available for movement in a virtual environment is limited by the size of the real space. As a result, the experience of VR content may be compromised. One solution to this problem is Redirected Walking (RDW). RDW is a method that allows walking on a large virtual space rather than a limited real space. In this method, the virtual space is rotated to create the illusion of walking direction. Previous research has shown that the presentation of tactile sensation and traction increases the degree of illusion. In this study we propose a Redirected Walking technique combined with tilt presentation to the sole of the foot. An experiment was conducted with four subjects to investigate the effect on RDW of the presence or absence of tilt presentation to the sole. The results of the experiment showed the possibility of shifting the range over which the illusion is induced by the presentation of the tilt to the sole.
This study proposes a motor design and presentation method for presenting virtual force sensation in the three-dimensional direction. Various grasping methods and device performances need to be considered in order to present virtual force perception in three-dimensional directions. However, commercially available motors do not allow changing parameters such as the surface magnetic flux density of the magnets inside and the number of turns of the coils, and the shape of the motor affects the design of the device. Therefore, we created motors with the same amplitude and shape for each device. By grasping that motor with the side of the fingertip, the directional presentation of virtual force sensation in the vertical direction was possible, showing its potential for 3D directional presentation.
In recent years, projection mapping has become popular in the commercial and artistic fields. Among them, there is projection mapping that the viewer’s motion and the movie interact. They are called interactive art, and are attracting attention. On augmented reality, pattern hiding methods have studied to estimate depth using only a camera and projector. However, there are color breaking at the border of the grid and flicker occurs when pattern change. Therefore, in this study, we used the phase shift method for interactive art, and investigated the possibility of depth estimation. As a result, we calculated phase image and reduced color breaking and flicker. In this paper, we experimented with still images as the content. In the future, it will be possible to apply it to the movie.
In recent years, glasses-free 3D displays are expected to play an active role in various fields and have been studied. Lenticular glasses-free 3D displays are calibrated based on a one-to-one correspondence between the ray vector emitted from the display and the ray vector observed by the camera. However, in the real world, light emitted from a single pixel on the display affects multiple pixels in the camera, so it is necessary to consider a one-to-many correspondence. In this study, we investigate a calibration method that takes into account the spread of light generated in the real environment by using the light transport matrix that shows the correspondence between the display and the camera. We obtained the light transport matrix and conducted an experiment to generate a display image calibrated to the camera position. The generated image was drawn on the display and observed using the same camera, and it was confirmed that the image was calibrated to the camera position. In the future, we aim to expand the parallax by increasing the number of cameras.
In recent years, there has been a lot of research on autostereoscopic displays. In this work, we propose the viewpoints extension method for the stacked Pepper's Ghost method [1] for simultaneous viewing of stereoscopic images by multiple people. In the proposed method, we use three cameras to obtain the light transport matrix, which is the pixel correspondence between the display and the camera. In this way, we extended the number of viewpoints from two to three. In addition, the number of viewpoints can be extended to the number of cameras by increasing the number of cameras. In our experiments, we captured the target light field image, obtained the light transport matrix, and optimized the layer image. The experimental results showed that the optimization accuracy was lower than that for two viewpoints, but it was still possible to present disparity images from three viewpoints, confirming that the number of viewpoints can be expanded. In the future, we aim to present images more stereoscopically by presenting disparity in the vertical direction.
In this research, in order for autostereoscopic display of dual projection types to display the image with larger parallax, we improved a new optimization method of the two projector images. We achieved that aim by deriving a new update formula in addition system and adjusting the target light field and weight matrix to create the area that saturates light.
In general, there is a service that needs to correspond "anytime" "anywhere". However, fault-tolerant systems with fully redundant hardware used for business are very expensive and cost effective. In addition, problems such as occurrence of down time of the entire system due to maintenance and switching to a backup circuit occur, and it is a problem that it is difficult to secure a bypass route. In this paper, the method to construct a fault tolerant system at low cost only by software processing is proposed. Especially focused on video processing and transmission. Even if arbitrary images are simultaneously displayed by a plurality of processes as the characteristics of the image, the influence on the entire display is not very large. Therefore, images simultaneously processed by a plurality of pipelines are collectively displayed. As a result, the pipeline in which a series of moving image processing is processed without stopping, is constructed. As a basic system, the system that duplicated simple image processing, and confirmed that there is no problem even if one side stops, is constructed.
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