Development of Switchable LF Camera for Capturing 2D/3D Movie

Author(s):  
Tae-Hyun Lee ◽  
Jae-Won Lee ◽  
Kyung-Il Joo ◽  
Min-Kyu Park ◽  
Heewon Park ◽  
...  
Keyword(s):  
Author(s):  
Kunihiko Takano ◽  
Koki Sato ◽  
Ryoji Wakabayashi ◽  
Kenji Muto ◽  
Kazuo Shimada
Keyword(s):  

Cine forum ◽  
2016 ◽  
Vol 24 ◽  
pp. 417
Author(s):  
Won Leep Moon
Keyword(s):  

2014 ◽  
Vol 23 (4) ◽  
pp. 430-448 ◽  
Author(s):  
Sabrina Sobieraj ◽  
Nicole C. Krämer

As 3D movie screenings have recently seen an increase in popularity, it would appear that 3D is finally ready to stand the test of time. To examine the effect of 3D on the experience of enjoyment, we refer to the model of entertainment by Vorderer, Klimmt, and Ritterfeld (2004), according to which both technological and personal prerequisites can induce enjoyment. The model was further adapted for the cinema context by including the appeal of special effects, fanship, age, and gender. To ascertain the impact of the suggested prerequisites, we conducted a field study comparing the enjoyment experiences of 2D and 3D audiences watching the same fantasy movies in a between-subjects design (N = 289). Results showed that the technological features of stereoscopic 3D cannot predict enjoyment. However, the feeling of presence, the appeal of the special effects, and fanship are predictors of enjoyment.


Author(s):  
John M. Warman ◽  
Matthijs P. de Haas ◽  
Leonard H. Luthjens ◽  
Tiantian Yao ◽  
Julia Navarro-Campos ◽  
...  

Radio-fluorogenic (RFG) gels become permanently fluorescent when exposed to high-energy radiation with the intensity of the emission proportional to the local dose of radiation absorbed. An apparatus is described, FluoroTome 1, that is capable of taking a series of tomographic images (thin slices) of the fluorescence of such an irradiated RFG gel on-site and within minutes of radiation exposure. These images can then be compiled to construct a 3D movie of the dose distribution within the gel. The historical development via a laboratory-bench prototype to a readily transportable, user-friendly apparatus is described. Instrumental details and performance tests are presented.


Author(s):  
Raden Arief Setyawan ◽  
Rudy Sunoko ◽  
Mochammad Agus Choiron ◽  
Panca Mudji Rahardjo

Stereo vision has become an attractive topic research in the last decades. Many implementations such as the autonomous car, 3D movie, 3D object generation, are produced using this technique. The advantages of using two cameras in stereo vision are the disparity map between images. Disparity map will produce distance estimation of the object. Distance measurement is a crucial parameter for an autonomous car. The distance between corresponding points between the left and right images must be precisely measured to get an accurate distance. One of the most challenging in stereo vision is to find corresponding points between left and right images (stereo matching). This paper proposed distance measurement using stereo vision using Semi-Global Block Matching algorithm for stereo matching purpose. The object is captured using a calibrated stereo camera. The images pair then optimized using WLS Filter to reduce noises. The implementation results of this algorithm are furthermore converted to a metric unit for distance measurement. The result shows that the stereo vision distance measurement using Semi-Global Block Matching gives a good result. The obtained best result of this work contains error of less than 1% for 1m distance


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ruiying Kuang

Film and television itself is a product of culture and innovation, combining digital technology, creative thinking, and artistic design. In the rapid development of 3D film and television, the situation of scene design and production has also become an important role. In a typical environment, the main scene plays the role of film and television and coherent plot. This thesis mainly analyzes the design and implementation of a 3D movie scene production algorithm based on the Internet of Things and also makes 3D movie scenes through the algorithm of Internet of Things technology. This article also analyzes the traditional 3D scene-making algorithm, which is mainly composed of a plane mapping part, a basic primitive generation part, a collision detection and positioning part, and a terrain generation part. Among them, the plane mapping technology provides the function of using plane mapping to simulate 3D objects. The basic primitive generation part uses the OpenGl function to draw 3D primitives and paste the BMP format image on each surface of the stereo primitives, so that the 3D model can be represented by a plane texture; collision detection is a key part of mechanical physics, which can detect games of the physical edge of the object in the middle; the terrain generation part uses the converted gray height value as the corresponding grid terrain height and uses planar mapping technology to capture the image of the entire terrain, that is, paste and generate a terrain map. The results show that a characteristic of the algorithm of the Internet of Things technology is that the 3D scene is completely mapped. This avoids the trouble of using 3DMAX and other tools to create 3D models and also reduces the difficulty of creating 3D scenes and makes the execution efficient, which is better than directly importing 3D models, runs faster, and runs very smoothly. The Internet of Things is an important development trend in the Internet information age and can be used to produce 3D film and television scenes to reduce development difficulty and cost and has a variety of research and development value and practical value. In the analysis part, this article also introduces the algorithms used in the scene production and passes the tests of 4 different files in 4 different frames and also found that more than 83% of people feel that the use of Internet of Things algorithms in the production of 3D movie scenes has improved production efficiency.


Author(s):  
Maud Haffar ◽  
Hugo Pantecouteau ◽  
Sheila Bouten ◽  
Jacques Bruno Debruille

We take what we see, hear, smell and feel for the reality. However, as neuroscientists, we know that this reality, that is, our perceptual world, is in fact made up by the brain from the processing of the nerve impulses coming from receptors. Ancient Greeks used to think that this perceptual world, sometimes called our 3D movie (Chalmers), is emitted and has its own physical nature. Given how real the 3D movie looks to us, it is still difficult today to consider that all we would be dealing with would be patterns of brain activity The present study thus aimed at testing whether the perceptual world could have some physical existence in addition to that of the neural patterns responsible for it. To achieve that goal, we tried to see whether brains could be sensitive to the 3D movie of others. This, admittedly unusual, operational hypothesis was based on two assumptions. First, brains are sensitive to the 3D movie, as our experience includes reactions to our perceptual world. Second, the physicality at stake does not differ across individuals. We recorded the event-related brain potentials (ERPs) evoked by stimuli of the international affective picture system in pairs of closely-related participants. Most importantly, they could neither see the stimuli simultaneously presented to their partners nor their reactions to them. As in Bouten et al. (2015), around 400 ms after the onset of the stimuli, ERPs started being more positive in inconsistent conditions. Namely, when the two subjects of each pair were presented with the same stimulus whereas they were told it would be a different one and vice-versa (i.e., different-stimuli expected to be same). ERPs were less positive when the two subjects of a pair were presented with the same stimuli and were told they were the same and conversely (i.e., different-stimuli expected to be different). The same experiment was then run in pairs of strangers. No significant effect of consistency on ERPs was observed even though participants could, this time, see, in the very periphery of their visual field, the reactions of their partner to the stimuli. We thus use the results of both studies to support a new version of the emission theory of consciousness and to suggest that the sensitivity to the perceptual world of others may depend on their prior familiarity with it.


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