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Considerations on volumetric 3D display systems

机译:关于体积3D显示系统的注意事项

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摘要

The requirements of display systems are governed by the manner in which the visual world is perceived. An overview of the human visual system, including a discussion of depth cues, is presented and this is followed by a review of 3D display techniques, which includes a comprehensive discussion of volumetric systems. Volumetric displays in which the display volume is swept out by the periodic motion of a 2D screen are termed swept-volume displays; one such system, known as the Cathode Ray Sphere (CRS), is discussed in detail. A number of swept-volume displays, including the CRS, employ a rotating target screen addressed by radiation beams from sources which are stationary with respect to the screen motion. Regions of the display volume which correspond to the beam impinging on the screen at very acute angles are difficult to address accurately and are termed dead zones. The form and position of these regions is determined for both planar and helical screen geometries, and the dependence on the position of the beam source is shown. One particular configuration, namely a planar screen addressed by an equatorial beam source, is examined in detail, and a comprehensive investigation of the factors contributing to the dead zone is presented. The extra dimension of the display space makes an exhaustive raster-type scan of the display volume difficult to achieve on displays in which the voxels are generated sequentially; only the visible voxels comprising the image are thus depicted. Two procedures to order the voxels for display on swept-volume displays such as the CRS are introduced, and the dependence of their optimum performance on the values of certain system parameters is determined. The performance of the two methods is compared on the basis of the voxel positioning error in the direction of screen motion. Volumetric displays which do not employ a moving component to create the volume are termed static volume displays; one means of generating voxels in such a volume is to employ a two-step excitation of fluorescence process. The rate equations governing a simple model system encapsulating this mechanism are determined and solved numerically to indicate the relative timing of the two pumping radiation pulses that maximises the brightness of the resultant voxel. The nonuniformities and anisotropies in certain image quality parameters, such as voxel density, which arise in the display volume are discussed for a range of volumetric techniques, both swept and static volume. A filtering operation included in the graphics pipeline is proposed as a means of ensuring the display volume provides a uniform voxel density. A number of images, image sequences and simple application programs, created to evaluate the visualisation capabilities of the CRS, are discussed.
机译:显示系统的要求取决于视觉世界的感知方式。介绍了人类视觉系统的概述,包括对深度提示的讨论,然后是对3D显示技术的回顾,其中包括对体积系统的全面讨论。体积显示,其中显示体积被2D屏幕的周期性运动清除,称为体积扫描显示;详细讨论了一种这样的系统,称为阴极射线球体(CRS)。包括CRS在内的许多扫描体积显示器都采用旋转目标屏幕,该目标屏幕由来自相对于屏幕运动固定的源的辐射束寻址。与以非常锐角入射在屏幕上的光束相对应的显示体积区域很难准确处理,因此被称为死区。这些区域的形状和位置是针对平面和螺旋屏幕几何形状确定的,并且显示了对光束源位置的依赖性。详细检查了一种特殊的配置,即由赤道光束源处理的平面屏幕,并全面研究了导致死区的因素。显示空间的额外尺寸使得难以在顺序生成体素的显示器上实现显示体积的详尽光栅式扫描。因此仅描绘了包括图像的可见体素。引入了两种方法来订购体素以显示在诸如CRS的扫掠量显示器上,并确定其最佳性能对某些系统参数值的依赖性。根据屏幕移动方向上的体素定位误差比较两种方法的性能。不使用移动组件来创建体积的体积显示称为静态体积显示;在这种体积中生成体素的一种方法是采用荧光过程的两步激发。确定并封装了控制封装此机制的简单模型系统的速率方程,并进行了数值求解,以指示两个泵浦辐射脉冲的相对定时,从而使最终体素的亮度最大化。对于扫掠和静态体积的一系列体积技术,讨论了在显示体积中出现的某些图像质量参数(例如体素密度)中的不均匀性和各向异性。提出了图形流水线中包括的过滤操作,以确保显示体积提供均匀的体素密度。讨论了为评估CRS的可视化功能而创建的许多图像,图像序列和简单的应用程序。

著录项

  • 作者

    Schwarz Adam James;

  • 作者单位
  • 年度 1994
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类

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