F. Stereoscopic 3-D: New Opportunities for Visual Attention
A key factor required for the widespread adoption of services based on stereoscopic images will be the creation of a compelling visual experience for the end user. Perceptual issues and the importance of considering 3-D visual attention to improve the overall 3-D viewing experience in 3DTV broadcasting have been discussed extensively [80]. Integrating visual attention at source and channel coding level represents limited adaption compared to 2-D case. More interestingly, content production offers new original opportunities to make use of insights in visual attention mechanisms, especially dealing with perceptual concept such as visual comfort. Comfortable viewing conditions, e.g., zone of comfortable viewing, of stereoscopic content is linked to several factors such as accommodation– vergence conflict, range of depth of focus, and range of fusion [81], [82]. A seminal study by Wopking [83] suggests that visual discomfort increases with high spatial frequencies and disparities, partially because the limits of stereoscopic fusion increase as a result of the decreased spatial frequency. More generally, it appears that blurring can have a positive impact on visual comfort because it reduces the accommodation–vergence conflict, limiting both the need for accommodation and the effort to fuse [84], [85]. Simulating depth of field (DOF) is a way to take advantage of the retinal defocusing property in order to improve visual comfort, by artificially blurring images to a degree that corresponds to the relative depth from fixated objects. As reported by Lambooij et al. [86], ‘‘three essential steps are required for proper implementation of a simulated DOF: localization of the eye positions, determination of the fixation point and implementation of blur filters to non-fixated layers.’’ This procedure has been applied in virtual reality environments but has drawbacks in more general contexts, since it affects depth cue integration between retinal disparity and areas with high amounts of blur [87]. Blurring effects can also be used for 3-D content to direct the viewer’s attention toward a specific area of the image that could meet a comfortable viewing zone. In gaming and in the computer graphics community, visual attention modeling has attracted a growing interest. Visual attention models have been used to produce a more realistic behavior of a virtual character, to improve interactivity in 3-D virtual environments, and to improve visual comfort when viewing rendered 3-D virtual environments [88]–[90].
F. stereoscopic 3-D: โอกาสใหม่สำหรับความสนใจภาพ A key factor required for the widespread adoption of services based on stereoscopic images will be the creation of a compelling visual experience for the end user. Perceptual issues and the importance of considering 3-D visual attention to improve the overall 3-D viewing experience in 3DTV broadcasting have been discussed extensively [80]. Integrating visual attention at source and channel coding level represents limited adaption compared to 2-D case. More interestingly, content production offers new original opportunities to make use of insights in visual attention mechanisms, especially dealing with perceptual concept such as visual comfort. Comfortable viewing conditions, e.g., zone of comfortable viewing, of stereoscopic content is linked to several factors such as accommodation– vergence conflict, range of depth of focus, and range of fusion [81], [82]. A seminal study by Wopking [83] suggests that visual discomfort increases with high spatial frequencies and disparities, partially because the limits of stereoscopic fusion increase as a result of the decreased spatial frequency. More generally, it appears that blurring can have a positive impact on visual comfort because it reduces the accommodation–vergence conflict, limiting both the need for accommodation and the effort to fuse [84], [85]. Simulating depth of field (DOF) is a way to take advantage of the retinal defocusing property in order to improve visual comfort, by artificially blurring images to a degree that corresponds to the relative depth from fixated objects. As reported by Lambooij et al. [86], ‘‘three essential steps are required for proper implementation of a simulated DOF: localization of the eye positions, determination of the fixation point and implementation of blur filters to non-fixated layers.’’ This procedure has been applied in virtual reality environments but has drawbacks in more general contexts, since it affects depth cue integration between retinal disparity and areas with high amounts of blur [87]. Blurring effects can also be used for 3-D content to direct the viewer’s attention toward a specific area of the image that could meet a comfortable viewing zone. In gaming and in the computer graphics community, visual attention modeling has attracted a growing interest. Visual attention models have been used to produce a more realistic behavior of a virtual character, to improve interactivity in 3-D virtual environments, and to improve visual comfort when viewing rendered 3-D virtual environments [88]–[90].
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