By Levent Onural
This e-book presents a wide evaluation of analysis developments in 3D video and similar applied sciences. The textual content used to be constructed to fulfill the wishes of a nontechnical reader workforce who wish to comprehend the problems, matters, technical difficulties and their at the moment proposed ideas, and the interactions between various parts of the total 3DTV chain. present state of the art and examine actions are provided, besides anticipated examine instructions for the close to, medium, and long-term.
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Extra resources for 3D Video Technologies: An Overview of Research Trends
Of the rendered light field gets closer to the original, the reconstructed 3D image gets closer—in all optical properties—to the original. There are some experimental electroholographic capture and display devices for holographic video;2,3 however, due to limitations of the underlying electronic devices (primarily the size, geometry, and number of pixel arrays) the reconstruction angles are very small and thus at present prohibit any comfortable viewing with the naked eye. Successful singleviewer holographic display devices have been demonstrated that yield a 3D image whose size is comparable to the size of a typical TV picture and have a depth of a few meters (based on eye tracking and accompanying holographic rendering of the light field limited to only around the pupils of the viewer).
The algorithmic and computational burden of such representations, both during content creation and during storage, transmission, and display, are much less compared to other methods that provide closer representations to true 3D. 7 Light-field representations A true-3D representation for a scene cannot be achieved simply by taking the structure and optical surface properties of the scene, but by providing a quasi-physical description of light that 36 Chapter 3 fills the entire 3D space. Such representations are called lightfield representations.
The depth information) are computed and recorded. 3 State-of-the-Art in 3D Representation Techniques A 2D still image is naturally represented as a 2D array of pixels that can be stored and processed by a computer. The representation for a 2D video is just a sequence of consecutive frames. Unfortunately, there is no such natural representation for 3D scenes. A generic representation is highly desirable for many reasons. 1. Simply, the input data is converted to this abstract generic form that carries complete data about the 3D dynamic scene, and this data can be stored, transmitted, or further processed.