EP2831847A1 - Procede et dispositif de creation d'images - Google Patents
Procede et dispositif de creation d'imagesInfo
- Publication number
- EP2831847A1 EP2831847A1 EP13715383.9A EP13715383A EP2831847A1 EP 2831847 A1 EP2831847 A1 EP 2831847A1 EP 13715383 A EP13715383 A EP 13715383A EP 2831847 A1 EP2831847 A1 EP 2831847A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- screen
- user
- scene
- image
- graphic
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/30—Image reproducers
- H04N13/366—Image reproducers using viewer tracking
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/20—Image signal generators
- H04N13/275—Image signal generators from three-dimensional [3D] object models, e.g. computer-generated stereoscopic image signals
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/20—Image signal generators
- H04N13/286—Image signal generators having separate monoscopic and stereoscopic modes
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/30—Image reproducers
- H04N13/349—Multi-view displays for displaying three or more geometrical viewpoints without viewer tracking
- H04N13/351—Multi-view displays for displaying three or more geometrical viewpoints without viewer tracking for displaying simultaneously
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/30—Image reproducers
- H04N13/349—Multi-view displays for displaying three or more geometrical viewpoints without viewer tracking
- H04N13/354—Multi-view displays for displaying three or more geometrical viewpoints without viewer tracking for displaying sequentially
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/30—Image reproducers
- H04N13/356—Image reproducers having separate monoscopic and stereoscopic modes
Definitions
- the invention relates to the creation of images for the rendering of a graphic scene, in particular a scene composed of several graphic components, intended to be displayed on a screen.
- the invention applies to any terminal comprising a module able to receive the description of a graphic scene as input and to output one or more images, also called views, of the same graphic scene.
- a terminal is for example a computer, a television set, a digital decoder or a mobile phone.
- graphic scene By graphical scene is meant a set of graphic objects displayed on a screen, often for the purpose of interacting with the user, for example in the context of a video game or a man-machine interface.
- graphic object we mean a synthetic object, that is to say an object defined by a set of parameters (shape, color, texture .%) as opposed to a so-called natural object.
- the images of the scene are intended to ensure its relief in relief on a screen, whether three-dimensional or not.
- the two-dimensional screens are used for the visualization of data in two-dimensional mode: a single image is displayed by the screen which renders it without relief, but possibly with an impression of depth which can be assimilated to a relief.
- Three-dimensional screens including stereoscopic three-dimensional computer or TV screens, are commonly used for viewing relief data.
- Three-dimensional screens usually have the ability to display images in two-dimensional or three-dimensional mode. In three-dimensional mode, two images are displayed by the screen, which then renders them in relief.
- the two images called stereoscopic, are offset with respect to each other, one being intended for the left eye and the other for the right eye of a user of the screen.
- This offset also called parallax, corresponds to the difference in horizontal distance between the two eyes of the human user. According to the value of this parallax, the brain of the user imagines a point of convergence situated in front of or behind the plane of the screen, thus associating an impression of depth with the observed object.
- multi-view systems also referred to as multi-view systems
- Several images are then transmitted to a screen, said multiscopic screen, which allows a visualization in relief of the scene from several angles of different views.
- the user benefits, according to its position relative to the screen, two of the available images to build a stereoscopic vision of the image.
- graphic scenes are based on a set of graphic software libraries (graphical toolkit) that allow you to draw basic graphic components, such as cubes, polygons, buttons, lists, and so on.
- Graphics libraries can communicate directly with the device hardware, such as video memory, video card and graphics processor (GPU), or use an application programming interface (API) driver that communicates with that hardware.
- GUI application programming interface
- the user can not benefit from information relating to the hidden faces of the object (top, bottom or sides of the object).
- the invention offers a solution that does not have the drawbacks of the state of the art.
- the subject of the invention is a method for creating at least one image of a graphic scene intended to be rendered on a screen of a user occupying a position with respect to the screen , the scene comprising at least one graphic object, characterized in that at least one graphic object is created in at least one image taking into account the position of the user.
- the method of the invention offers the advantage of rendering, for display on the screen, a scene that is truly adapted to the user, regardless of the position of the latter relative to the screen.
- the restitution of the graphic component in the image or images created for the screen takes into account this movement.
- This approach is particularly advantageous when the user plays, being in this case naturally moved in all directions.
- a method as described above is further characterized in that the step of creating the graphic object comprises the steps of:
- This mode of implementation of the invention makes it possible to automatically create several images from several captures, or photographs, of the graphic scene, each image, or view, being constituted projected objects taking into account the position, and thus the angle of view, of the user.
- two virtual cameras placed respectively at the position of the left eye and the right eye of the user, are used to capture two images, including a capture intended to render on the screen. the image intended for the right eye and the other captures to restore the image intended for the left eye.
- the prior art does not propose to change the position of the cameras to follow that of the eyes of the user, and therefore the rendering of the scene does not take into account the movement of the user.
- the point of view of the user is retranscribed via the captured images. For example, if the user moves upwards, the invention allows him to reveal the top of the object; if it moves to the left, the right view of the object is revealed to it.
- the prior art does not offer a solution to correct the misalignment of the eyes of the user relative to the horizontal.
- the invention even if the user inclines the head, a stereoscopic image of good quality is restored to him: he can see both the top and the bottom of a flat surface, unlike the known systems, for which the image intended for the left eye and that intended for the right eye will be misaligned.
- the creation process is characterized in that it also comprises
- This embodiment offers the advantage of automatically providing the optimal number of images for the user's screen: from the same graphic scene (for example a game scene), the method of the invention automatically creates a single image if the user's screen is two-dimensional, two images in the case of a stereoscopic screen, and a higher number of images for a multiscopic screen.
- This embodiment is very advantageous since it offers a unique method for a heterogeneous set of display terminals.
- the subject of the invention is a terminal comprising means for creating at least one image of a graphic scene intended to be rendered on a screen of a user occupying a position with respect to the screen, the scene comprising at least one graphic object, characterized in that it comprises means for creating at least one graphic object in at least one image, taking into account the position of the user.
- a terminal as described above furthermore includes:
- a terminal as described above is further characterized in that it comprises:
- - Image creation means whose number is a function of the number of releasable views on the screen.
- the invention also relates to a computer program capable of being implemented on a terminal as described above, the program comprising code instructions which, when the program is executed by a processor, performs the steps of the method defined above.
- FIG. 1 represents a system comprising an image creation module for the rendering of a graphic scene according to one embodiment of the invention.
- FIG. 2 is a block diagram of a terminal capable of carrying out the steps of an image creation method for the rendering of a graphic scene according to one embodiment of the invention.
- FIG. 3 represents a high level flowchart illustrating the different steps of a method according to the invention.
- Figures 4a and 4b are graphic illustrations of the initialization step of a method according to the invention.
- FIGS. 5a and 5b are graphic illustrations of the initialization steps of the cameras of a method according to the invention in the context of a stereoscopic screen.
- Figures 6a and 6b are graphical illustrations of the steps of rendering a method according to the invention in the context of a stereoscopic screen.
- Figure 7 is a detailed flowchart of the projection of a graphic component of the scene.
- FIG. 1 represents a system comprising a terminal T according to the invention, equipped with a conversion module MC, and connected by way of example to three 2D TV screens, 3D TV and ND TV with respectively two-dimensional, three-dimensional and multi-screen displays. -vues.
- the terminal T contains a graphic scene SG, which can be for example a human-machine interface or a game scene. This scene may have been developed locally or outside the terminal.
- the conversion module MC of the terminal T receives as input the graphic scene in the form of a description (SG), for example that of a two-dimensional graphical interface in which is drawn a cylinder 4.
- This description can take the form of a sequence of program instructions able to create, when executed, according to the state of the art, a two-dimensional image V2D (for: two-dimensional view) of the graphic scene.
- the MC module creates two stereoscopic VG and VD images of the scene for the stereoscopic screen.
- the module MC can also create more than two images, for example six, for the multiscopic screen.
- one of the images corresponds to the view of the left eye and the other (VD) to that of the right eye of the user.
- a stereoscopic global image formed of the pair of VG and VD stereoscopic images can be displayed in relief on the 3D TV set equipped with a three-dimensional screen, each element of the interface being rendered with a depth of its own: in our example , for a 3D TV screen user, the 43D cylinder has a positive depth (it seems to come off the screen).
- the terminal T has a hardware and software architecture which are now detailed in support of Figure 2.
- FIG. 2 very schematically represents an embodiment of a hardware architecture TM of the terminal T.
- the terminal comprises a CPU processor intended to execute the various steps of the method.
- This processor is connected to a memory M in which are stored at least the software programs (in a permanent part - ROM - of the memory) and input data corresponding to the graphics scene, a GPU graphics processor intended to take into account load all or part of the graphical calculations authorizing in particular the three-dimensional manipulation of the graphic components, and input / output means I / O able to communicate with the outside, in particular to exchange the image data with a screen connected to the terminal , or with a communications network, to receive the characteristics of the screen to which it is connected and to receive positioning data of the user with respect to his screen.
- these input-output means comprise an HDMI interface (for High Definition Multimedia Interface) allowing the transfer of uncompressed digital multimedia data (audio and video) in high definition to 2D, 3D and ND TVs. All these elements are interconnected by a bus system 6.
- HDMI interface for High Definition Multimedia Interface
- the graphic objects processed by the invention are stored in the memory M and execute in our example on the CPU and the GPU of the terminal.
- the input graphic scene is based on a set of graphic software libraries TK (Graphical Toolkit) that allows to develop such scenes, for example man-machine interfaces or game scenes.
- the graphic library TK is based on -Even, classically, on a low-level graphic library still called graphics driver or API (for Application Programming Interface) that provides a set of libraries of functions dedicated to low-level processing, for example audio and video (video card, sound card , etc.) or I / O devices (joystick, network card, mouse, etc.).
- OpenGL Library Open Graphics Library - a specification-based library defining an interface for designing applications that create three-dimensional and two-dimensional images
- the graphic TK library offers a higher level of development interface and therefore more comfortable to developers of the graphics scene.
- these different software layers are used to project the two-dimensional interface into a three-dimensional virtual universe by a projection method which will be illustrated in support of the following figures.
- the term "virtual universe” is understood to mean a virtual three-dimensional space for projecting graphic objects in order to obtain objects constituting a three-dimensional scene.
- This virtual universe includes projected component capture means. These capture means are hereinafter referred to as "virtual cameras".
- Such a virtual camera is a software object that defines a point of view on the three-dimensional scene, and whose function is to capture this view in the virtual universe, thus simulating a real shot in a real world.
- the set of software and hardware modules is integrated in the conversion module MC of the terminal of FIG. 1.
- the terminal T can be a digital decoder or a mobile telephone equipped with the elements mentioned above, or a connected TV incorporating these elements, etc.
- a virtual universe is created. It is a question of classically positioning a virtual camera in a three-dimensional coordinate system. This step will be detailed later in support of Figure 4a.
- the step E2 corresponds to the acquisition of one of the basic graphic objects constituting the graphic scene (CP_2D), for example the cylinder 4. This element is chosen indifferently among all the available graphic objects.
- the process projects it during a step E3 (PROJ) in the three-dimensional universe created previously.
- the projection step which will be detailed subsequently with the support of FIG. 7, consists in effecting a texture plating on one or more polygons to obtain, from the two-dimensional element, a three-dimensional element consisting of one or more facets possessing the texture of the two-dimensional element.
- step E4 the method tests whether there are graphic objects to be processed. If this is not the case, a new component is selected and the projection step E3 is performed again. If all the components have been processed, the graphic scene, made up of all the objects projected in the virtual universe, is captured during a step E9 (CAPT) which consists of capturing, or photographing, the scene by the different cameras. which were created in step E6 and set in step E8, which will be described now.
- the method according to the invention obtains the number of views of the screen.
- the terminal is connected to the TV via an HDMI connection (from the English "High Definition Multimedia Interface", in French, “Multimedia Interface High Definition”).
- HDMI defines a standard and a digital audio / video interface that connects an AV source to a compatible TV-type device. It is assumed that both devices (terminal and TV) also implement the optional "CEC" (for Consumer Electronics Control) standard associated with HDMI, which allows compatible devices to communicate and transmit control commands.
- the terminal can, via the HDMI / CEC interface, retrieve the characteristics of the screen, in particular the number of viewable views (1, 2 or 6 in our example).
- the method creates several virtual cameras; their number is a function of the number of views of the screen: 2 for a stereoscopic screen, 1 for a non-stereoscopic screen, and 6 for the mutiscopic screen of the example of Figure 1 (other configurations are possible, especially for stereoscopic multiscopic screens, which sometimes share images between the right (left) eye of a view and the left (right) eye of the next view.
- it creates two virtual cameras C1 and C2, as shown in Figure 5a, for a stereoscopic screen.
- this step can be omitted since the single camera Cl created during the initialization phase El is sufficient.
- Step E7 consists in recovering the position of the destination user of the scene.
- techniques for obtaining the position of a user without active participation on his part for example techniques for detecting and then tracking his head, or his eyes, with the aid of one or more cameras allowing determine its position in the space along the three axes. This position can be transmitted to the terminal by the camera or cameras in charge of obtaining positioning.
- This type of technique is for example described in the article "Real-Time Eye Detection and Tracking under Various Light Conditions” by Feng Jiao and Guiming He (Data Science Journal, Vol 6 (2007) pp. S636-S640). This document is incorporated by reference in this application.
- the restitution of the scene can thus be based on the exact position of each of the eyes of the user but can also, alternatively, be based on the position of his head, his face, his shoulders, his hands, etc.
- the user himself transmits his position to the terminal (for example by pressing a key on his remote control which will then transmit the position to the STB).
- step E8 when the terminal has the position of the user (which he obtained in step E7) and the number of cameras (which he has created in step E6), the The position of each camera is set according to the position of the user, as will be illustrated in support of Figure 6a.
- step E9 the three-dimensional scene composed of the various elements arranged in the universe of the cameras is available as input. It can then be captured by the different cameras. For example, a first left image IM1 of the three-dimensional scene is captured by the camera 1, Cl. A second image IM2 is captured in the same way by replacing the camera 1, Cl, by the camera 2, C2. The two images thus obtained form a pair of stereoscopic images.
- one or more images are available (for example, the two stereoscopic images corresponding to the two cameras), which will be able to be combined during a step E10 (COMP) to create the image of the scene (IC), according to the input format expected by the screen, for example two side-by-side stereoscopic images, or one above the other ( in English: Top / Bottom), or alternatively in time according to the sequential mode (in English: field sequential) of the Bluray 3D format.
- This step E10 can be omitted if the screen directly accepts the input images. It will, in particular, be systematically omitted in the case of a two-dimensional screen since only one image will be delivered to it, not requiring a particular composition format.
- the method stops by a step Eli (END) in which the final image IC composed of all the captured images is transmitted on the screen.
- END step Eli
- Figures 4a and 4b are graphic illustrations of the initialization step (E1) of a method according to the invention.
- the process first creates the three-dimensional space represented by the reference ( ⁇ , ⁇ , ⁇ , ⁇ ) (the Y axis, being perpendicular to the figure since the virtual universe is seen from above, is not represent).
- a first virtual camera C1 pointing to the origin 0 of the marker, is created.
- the configuration of the camera determines a volume of the space, also called frustum by the skilled person, or which is potentially visible by the user during a visualization on the screen (surface grayed in the figure). It is a truncated pyramid.
- the apex of the pyramid is the position of the camera Cl, its base is the farthest plane (in English: Far Plane - FP) and the pyramid is truncated at the level of the nearest plane, in English: Near Plane - NP). All the three-dimensional objects that are in the frustum, here the cylinder 4, are visible and will be returned to the screen.
- the unit chosen in this example is the centimeter but the distances could be indifferently expressed in inches or any other unit of measurement because the virtual universe created is independent of a unit of measure and completely configurable.
- FIGS. 5a and 5b are graphic illustrations of the camera creation step (E6) of a method according to the invention, in the context of a stereoscopic screen.
- a second camera C2 is created, identical to the first camera C1, during step E6 shown in FIG. 3.
- the two cameras are identical and likewise frustum.
- the two cameras C1 and C2 are spaced from each other along the Y axis and positioned equidistant from the initial position, respecting the stereoscopic rendering constraint, that is to say they are discarded a distance D4 of parallax corresponding to the space between the two eyes of a human observer, for example D4 is equal to 6 cm.
- the origins 0 'and O "of the marks associated with the two cameras are displaced in the same translational movement as the cameras, the camera C1 being pointed at the origin of a reference ( ⁇ ', X, Y, Z) and the camera C2 on the origin of a marker (O ", X, Y, Z) such that O 'and O" are distant from D4 on the Y axis.
- the three-dimensional universe is thus created.
- the user always represented in front of the middle of the screen in FIG. 5b, sees the object 4 in its initial position, with relief since everything is happening now as if it were receiving the respective views of the cameras C1 and C2 on his right eye and his left eye.
- FIGs 6a and 6b are graphical illustrations of the steps of rendering a method according to the invention in the context of a stereoscopic screen. It is assumed that the user has moved. We know, at this step, the position P, retrieved in step E7, from the user relative to the screen. According to the invention, the cameras C1 and C2 are moved in a position P 'in the virtual universe which corresponds to that of the user, P, in the real universe. Specifically, if one wishes to reproduce the position of the eyes of the user, the camera Cl will be placed at the position of his left eye and the camera C2 to that of his right eye.
- FIG. 7 is a detailed flowchart corresponding to the projection step E3 of a graphic component of the scene in the virtual universe.
- the projection step succeeds on the one hand in the previously described step of acquisition E2 of one of the components of the scene and on the other hand in the creation of the virtual three-dimensional universe in step E1.
- the first step E20 GENE
- step E20 a two-dimensional image is created from the acquired graphics component. For example, if the library TK provides input a geometric representation of the cylinder 4, this step is responsible for transforming this representation into a set of pixels comparable to an image of the cylinder.
- texture is called the set of pixels of the image constructed during step E20 for the component considered and applicable on a polygon.
- a surface is defined by a set of polygons able to represent the relief of the graphic component.
- This surface may be, for example, conventionally a set of quadrangles or triangles.
- the graphic component is represented by a projection on a single polygon but the representation of the component on a real perspective volume would imply several polygons.
- Texture mapping is a well-known technique for drawing a two-dimensional or three-dimensional object so that the polygons constituting it are coated with the texture. This involves associating with each pixel of the polygon a value extracted from the texture to be plated.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- Computing Systems (AREA)
- Geometry (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Processing Or Creating Images (AREA)
Abstract
Description
Claims
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| FR1252868A FR2988962A1 (fr) | 2012-03-29 | 2012-03-29 | Procede et dispositif de creation d'images |
| PCT/FR2013/050661 WO2013144506A1 (fr) | 2012-03-29 | 2013-03-27 | Procede et dispositif de creation d'images |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP2831847A1 true EP2831847A1 (fr) | 2015-02-04 |
Family
ID=48083544
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP13715383.9A Ceased EP2831847A1 (fr) | 2012-03-29 | 2013-03-27 | Procede et dispositif de creation d'images |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US9942540B2 (fr) |
| EP (1) | EP2831847A1 (fr) |
| FR (1) | FR2988962A1 (fr) |
| WO (1) | WO2013144506A1 (fr) |
Families Citing this family (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US8670023B2 (en) * | 2011-01-17 | 2014-03-11 | Mediatek Inc. | Apparatuses and methods for providing a 3D man-machine interface (MMI) |
| US9762895B1 (en) * | 2014-03-11 | 2017-09-12 | Rockwell Collins, Inc. | Dual simultaneous image presentation for a three-dimensional aviation display |
| KR101844883B1 (ko) | 2014-12-23 | 2018-04-03 | 메타 컴퍼니 | 관심 객체의 임의의 깊이에 있는 동일한 평면으로 시각적 조절과 시각적 수렴을 결합시키는 장치, 방법 및 시스템 |
| CN110114795B (zh) | 2017-03-24 | 2023-06-30 | 深圳看到科技有限公司 | 全景画面播放方法及全景画面播放装置 |
| US20250229187A1 (en) * | 2023-12-12 | 2025-07-17 | Kidentify Pte Ltd | Apparatus and method for interactive platform access authorization |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20100110069A1 (en) * | 2008-10-31 | 2010-05-06 | Sharp Laboratories Of America, Inc. | System for rendering virtual see-through scenes |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20090184981A1 (en) * | 2008-01-23 | 2009-07-23 | De Matos Lucio D Orazio Pedro | system, method and computer program product for displaying images according to user position |
| US20100156907A1 (en) * | 2008-12-23 | 2010-06-24 | Microsoft Corporation | Display surface tracking |
-
2012
- 2012-03-29 FR FR1252868A patent/FR2988962A1/fr active Pending
-
2013
- 2013-03-27 WO PCT/FR2013/050661 patent/WO2013144506A1/fr not_active Ceased
- 2013-03-27 US US14/387,782 patent/US9942540B2/en active Active
- 2013-03-27 EP EP13715383.9A patent/EP2831847A1/fr not_active Ceased
Patent Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20100110069A1 (en) * | 2008-10-31 | 2010-05-06 | Sharp Laboratories Of America, Inc. | System for rendering virtual see-through scenes |
Non-Patent Citations (3)
| Title |
|---|
| NOBUAKI OHNO ET AL: "Virtual Reality Visualization by CAVE with VFIVE and VTK", ARXIV.ORG, CORNELL UNIVERSITY LIBRARY, 201 OLIN LIBRARY CORNELL UNIVERSITY ITHACA, NY 14853, 27 December 2005 (2005-12-27), XP080219933, DOI: 10.1017/S0022377806005253 * |
| ROBERT KOOIMA: "generalized perspective projection", 1 August 2008 (2008-08-01), XP055039467, Retrieved from the Internet <URL:http://csc.lsu.edu/~kooima/pdfs/gen-perspective.pdf> [retrieved on 20120928] * |
| See also references of WO2013144506A1 * |
Also Published As
| Publication number | Publication date |
|---|---|
| US9942540B2 (en) | 2018-04-10 |
| WO2013144506A1 (fr) | 2013-10-03 |
| FR2988962A1 (fr) | 2013-10-04 |
| US20150085086A1 (en) | 2015-03-26 |
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