Image Processing Reference
In-Depth Information
Fig. 10.4 The disparity amplitude and offset design for in-depth motion stimuli. The arrows
represent the depth interval in which the object moves
For the static condition, five disparity offset levels were selected which were the
same as the planar motion design. The foreground object stays fixed in the center of
the screen at a certain disparity plane.
For the in-depth motion condition, four disparity amplitude levels (0.65, 1.3,
2, and 2.6 ), three disparity offset levels (
0.65, 0, 0.65 ), and three velocity levels
(1, 2, and 3 /s, binocular angular degree) were selected. The reason for choosing
binocular angular disparity speed was that the object
s velocity appears visually
constant, which is not the case for a constant value in the unit of cm/s. The direction
of the movement is inverted at the far or at the near end of the movement so the
object in the experiment moved forth and back in an endless loop. The three
velocity levels 1, 2, and 3 /s represent slow, medium, and fast, respectively.
Figure 10.4 shows the design of the disparity amplitude and disparity offset for
the in-depth motion.
In experiment 2, only the 15 planar motion stimuli were used. Two types of
viewers participated in the test, one being expert viewers who work in 3D percep-
tion, coding, quality assessment, and subjective experiments and are thus familiar
with 3D depth perception, visual discomfort, etc. The others were naive viewers,
who do not have experience in this domain.
'
10.3.2.3 Apparatus
It is important to document the apparatus used in the experiment for the reproduc-
tion of the same research topic or the comparison of the similar studies by others.
In this experiment, the stereoscopic sequences were displayed on a Dell
Alienware AW2310 23-inch 3D LCD screen (1920
1080 full HD resolution,
120Hz), which featured 0.265-mm dot pitch. The display was adjusted for a peak
luminance of 50 cd/m 2 when viewed with the active shutter glasses. The graphics
card of the displaying PC was an NVIDIA Quadro FX 3800. Stimuli were viewed
binocularly through the NVIDIA active shutter glasses (NVIDIA 3D vision kit) at a
distance of about 90 cm, which was approximately three times the picture height.
The peripheral environment luminance was adjusted to about 44 cd/m 2 . When seen
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