Interactive 3D displays

Displays ◽  
1991 ◽  
Vol 12 (2) ◽  
pp. 110
Author(s):  
Tencor Instruments
Keyword(s):  
2011 ◽  
Vol 480-481 ◽  
pp. 614-618 ◽  
Author(s):  
Wan Kui Liu ◽  
Yue Liu

3D displays become more and more prevalent. Most 3D displays are so complicated and expensive that they are unavailable for ordinary people. Moreover, none of them are interactive. In this paper, we introduce a novel interactive low cost 3D display based on polarized light phenomenon. The system includes a touch box and two mutually perpendicular LCDs with a piece of half-silvered glass which bisects them. This novel system permits: (1) superior quality of display and (2) a novel interactive experience. The principle of the linearly polarized light reflection and refraction is deduced by Fresnel equations. The touch box is used to simulate 3D mouse, which consists of two touch panels. To show how it works, we implemented a 3D game application and a set of interactions are introduced.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Takashi Nishitsuji ◽  
Takashi Kakue ◽  
David Blinder ◽  
Tomoyoshi Shimobaba ◽  
Tomoyoshi Ito

AbstractHolography is a promising technology for photo-realistic three-dimensional (3D) displays because of its ability to replay the light reflected from an object using a spatial light modulator (SLM). However, the enormous computational requirements for calculating computer-generated holograms (CGHs)—which are displayed on an SLM as a diffraction pattern—are a significant problem for practical uses (e.g., for interactive 3D displays for remote navigation systems). Here, we demonstrate an interactive 3D display system using electro-holography that can operate with a consumer’s CPU. The proposed system integrates an efficient and fast CGH computation algorithm for line-drawn 3D objects with inter-frame differencing, so that the trajectory of a line-drawn object that is handwritten on a drawing tablet can be played back interactively using only the CPU. In this system, we used an SLM with 1,920 $$\times $$ × 1,080 pixels and a pixel pitch of 8 μm × 8 μm, a drawing tablet as an interface, and an Intel Core i9–9900K 3.60 GHz CPU. Numerical and optical experiments using a dataset of handwritten inputs show that the proposed system is capable of reproducing handwritten 3D images in real time with sufficient interactivity and image quality.


2017 ◽  
Vol 168 (3) ◽  
pp. 127-133
Author(s):  
Matthew Parkan

Airborne LiDAR data: relevance of visual interpretation for forestry Airborne LiDAR surveys are particularly well adapted to map, study and manage large forest extents. Products derived from this technology are increasingly used by managers to establish a general diagnosis of the condition of forests. Less common is the use of these products to conduct detailed analyses on small areas; for example creating detailed reference maps like inventories or timber marking to support field operations. In this context, the use of direct visual interpretation is interesting, because it is much easier to implement than automatic algorithms and allows a quick and reliable identification of zonal (e.g. forest edge, deciduous/persistent ratio), structural (stratification) and point (e.g. tree/stem position and height) features. This article examines three important points which determine the relevance of visual interpretation: acquisition parameters, interactive representation and identification of forest characteristics. It is shown that the use of thematic color maps within interactive 3D point cloud and/or cross-sections makes it possible to establish (for all strata) detailed and accurate maps of a parcel at the individual tree scale.


2018 ◽  
Vol 30 (7) ◽  
pp. 1268 ◽  
Author(s):  
Guodao Sun ◽  
Puyong Huang ◽  
Yipeng Liu ◽  
Ronghua Liang

Micron ◽  
2010 ◽  
Vol 41 (7) ◽  
pp. 886.e1-886.e17 ◽  
Author(s):  
Bernhard Ruthensteiner ◽  
Natalie Baeumler ◽  
David G. Barnes

Author(s):  
Cristina Portalés ◽  
Manolo Pérez ◽  
Pablo Casanova-Salas ◽  
Jesús Gimeno

Abstract3D modelling of man-made objects is widely used in the cultural heritage sector, among others. It is relevant for its documentation, dissemination and preservation. Related to historical fabrics, weaves and weaving techniques are still mostly represented in forms of 2D graphics and textual descriptions. However, complex geometries are difficult to represent in such forms, hindering the way this legacy is transmitted to new generations. In this paper, we present the design and implementation of SILKNOW’s Virtual Loom, an interactive tool aimed to document, preserve and represent in interactive 3D forms historical weaves and weaving techniques of silk fabrics, dating from the 15th to the 19th centuries. To that end, our tool only requires an image of a historical fabric. Departing from this image, the tool automatically subtracts the design, and allows the user to apply different weaves and weaving techniques. In its current version, the tool embeds five traditional weaving techniques, 39 weaves and six types of yarns, which have been defined thanks to close collaboration of experts in computer graphics, art history and historical fabrics. Additionally, users can change the color of yarns and produce different 3D representations for a given fabric, which are interactive in real time. In this paper, we bring the details of the design and implementation of this tool, focusing on the input data, the strategy to process images, the 3D modelling of yarns, the definition of weaves and weaving techniques and the graphical user interface. In the results section, we show some examples of image analysis in order to subtract the design of historical fabrics, and then we provide 3D representations for all the considered weaving techniques, combining different types of yarns.


2018 ◽  
Vol 61 (10) ◽  
pp. 11-13
Author(s):  
Chris Edwards
Keyword(s):  

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