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In order to suppress speckle effectively and retain the image details as much as possible, Neyman-Pearson N-P criterion is introduced to estimate wavelet coefficient in every scale. An improved threshold function is proposed, whose curve is smoother. The reconstructed image is achieved by merging the denoised image with the edge details.
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Experimental results and performance parameters of the proposed algorithm are discussed and compared with other methods, which shows that the presented approach can not only effectively eliminate speckle noise, but also retain useful signals and edge information simultaneously. Three-dimensional 3D display can offer the viewer the realism, which is the candidate for the next-generation imaging. Currently the display of mobile devices is evolved towards 3D.
Mobile devices limit the viewing range due to their mass production as well as the algorithm of relative fixity. Only in the area can be achieved a good viewing experience, which leads to the inconvenience for the viewer. The distance adaptive three-dimensional display based on mobile devices is presented. We analyzed the relationship between the viewing distance and the number of pixels for each viewpoint.
Based on the viewing distance detected by sensor, the proposed method automatically adjusts the pixels for each viewpoint to accommodate different viewing distance for mobile portable devices. So the method realizes the adaptive distance between the viewer and the device, The experience of viewing 3D images is also improved, as well as the viewing areas is expanded. The crosstalk and the normalized brightness of the 3D picture after restructuring in different distance are measured. Experimental results show that the algorithm with matching parallax barrier can achieve a good 3D view experience at the different distances.
In the architecture, the DSP is a main processor which is used for a large amount of complicated calculation during digital signal processing. The FPGA is a coprocessor for preprocessing video signals and implementing logic control in the system. This transfer mode can avoid the bottle-neck of the data transfer and simplify the circuit between the DSP and its peripheral chips.
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Main functions of the logic on the FPGA are described and the screenshots of the behavioral simulation are provided in this paper. JPEG is implemented to obtain high fidelity in video recording and replaying. Ways and means of acquiring high performance for code are briefly present. The ability of data processing of the system is desirable. And smoothness of the replayed video is acceptable. By right of its design flexibility and reliable operation, the system based on DSP and FPGA for video recording and replaying has a considerable perspective in analysis after the event, simulated exercitation and so forth.
Vander-Lugt correlator  plays an important role in optical pattern recognition due to the characteristics of accurate positioning and high signal-to-noise ratio. The ideal Vander-Lugt correlator should have the ability of outputting strong and sharp correlation peak in allusion to the true target, in the existing Spatial Light Modulators  , Liquid Crystal On Silicon LCOS has been the most competitive candidate for the matched filter owing to the continuous phase modulation peculiarity.
Allowing for the distortions of the target to be identified including rotations, scaling changes, perspective changes, which can severely impact the correlation recognition results, herein, we present a modified Vander-Lugt correlator based on the LCOS by means of applying an iterative algorithm to the design of the filter so that the correlator can invariant to the distortions while maintaining good performance.
The results of numerical simulation demonstrate that the filter could get the similar recognition results for all the training images. With the progress of 3D technology, the huge computing capacity for the real-time autostereoscopic display is required. Because of complicated sub-pixel allocating, masks providing arranged sub-pixels are fabricated to reduce real-time computation.
However, the binary mask has inherent drawbacks. In order to solve these problems, weighted masks are used in displaying based on partial sub-pixel.
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Nevertheless, the corresponding computations will be tremendously growing and unbearable for CPU. Here the principle of partial sub-pixel is presented, and the texture array of Direct3D 10 is used to increase the number of computable textures. When dealing with a HD display and multi-viewpoints, a low level GPU is still able to permit a fluent real time displaying, while the performance of high level CPU is really not acceptable.
Meanwhile, after using texture array, the performance of D3D10 could be double, and sometimes be triple faster than D3D9. There are several distinguishing features for the proposed method, such as the good portability, less overhead and good stability. Reconstruction of three-dimensional 3D scenes is an active research topic in the field of computer vision and 3D display.
A 3D model can be extracted from multiple images. The system only requires a sequence of images taken with cameras without knowing the parameters of camera, which provide flexibility to a high degree. We focus on quickly merging point cloud of the object from depth map sequences.
The whole system combines algorithms of different areas in computer vision, such as camera calibration, stereo correspondence, point cloud splicing and surface reconstruction. The procedure of 3D reconstruction is decomposed into a number of successive steps. Firstly, image sequences are received by the camera freely moving around the object. Secondly, the scene depth is obtained by a non-local stereo matching algorithm. An initial matching is then made for the first two images of the sequence.
For the subsequent image that is processed with previous image, the point of interest corresponding to ones in previous images are refined or corrected. The vertical parallax between the images is eliminated. The next step is to calibrate camera, and intrinsic parameters and external parameters of the camera are calculated.
Therefore, The relative position and orientation of camera are gotten. A sequence of depth maps are acquired by using a non-local cost aggregation method for stereo matching. Then point cloud sequence is achieved by the scene depths, which consists of point cloud model using the external parameters of camera and the point cloud sequence.
The point cloud model is then approximated by a triangular wire-frame mesh to reduce geometric complexity and to tailor the model to the requirements of computer graphics visualization systems. Finally, the texture is mapped onto the wire-frame model, which can also be used for 3D display.
According to the experimental results, we can reconstruct a 3D point cloud model more quickly and efficiently than other methods. An efficient stereo matching algorithm for computing stable disparity map sequence from video footage is presented. The algorithm is based on both the spatial and temporal consistency in the stereo sequences, and high quality disparity maps are achieved. Weber local descriptors WLD are extracted for each color channel from current stereo pairs, and the raw matching costs between the images are initialized by WLD. Orthogonal integral image OII technique along with minimum spanning tree MST is used to aggregate the similar pixels and preserve disparity edges adaptively.
MST takes place of the process of voting support regions in OII technique and provides a specific support region for each pixel. The nodes of MST are all the image pixels, and the weight of edges are absolute difference between the nearest neighboring pixels. Three-frame subtraction is used to determine the temporal consistency between adjacent frames.
The motion region is extracted and the disparity map of motive region is renewed. The disparity of current frame with the renewed disparity and the one for last frame is confirmed. The proposed approach has been tested on the real stereo sequences, and the results are satisfactory. In recent years, 3D technology has become an emerging industry. However, visual fatigue always impedes the development of 3D technology.
In this paper we propose some factors affecting human perception of depth as new quality metrics.
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These factors are from three aspects of 3D video--spatial characteristics, temporal characteristics and scene movement characteristics. They play important roles for the viewer's visual perception.
If there are many objects with a certain velocity and the scene changes fast, viewers will feel uncomfortable. In this paper, we propose a new algorithm to calculate the weight values of these factors and analyses their effect on visual fatigue. MSE Mean Square Error of different blocks is taken into consideration from the frame and inter-frame for 3D stereoscopic videos. The depth frame is divided into a number of blocks. There are overlapped and sharing pixels at half of the block in the horizontal and vertical direction.
Ignoring edge information of objects in the image can be avoided. Then the distribution of all these data is indicated by kurtosis with regard of regions which human eye may mainly gaze at. Weight values can be gotten by the normalized kurtosis. When the method is used for individual depth, spatial variation can be achieved. When we use it in different frames between current and previous one, we can get temporal variation and scene movement variation. Three factors above are linearly combined, so we can get objective assessment value of 3D videos directly.