Wednesday, April 1, 2015

3D Photos - At the music shop

The following is a mpo stereo picture that given to me by Peter Simcoe. Originally, it was 3567x2016, which is way too big for generating a depth map, so the width got reduced to 1200. The minimum disparity and maximum disparities were estimated at -32 and 18, respectively.


Left image.


Right image.

What I did is run Depth Map Automatic Generator 5 (DMAG5), changing parameters here and there, and then pick (what I thought was) the best depth map.


Radius = 12, alpha = 0.9, truncation (color) = 7, truncation (gradient) = 2, epsilon = 4, smoothing iterations = 1, disparity tolerance = 0.


Radius = 12, alpha = 0.9, truncation (color) = 7, truncation (gradient) = 2, epsilon = 4, smoothing iterations = 1, disparity tolerance = 1.


Radius = 12, alpha = 0.9, truncation (color) = 7, truncation (gradient) = 2, epsilon = 4, smoothing iterations = 1, disparity tolerance = 2.


Radius = 12, alpha = 0.9, truncation (color) = 7, truncation (gradient) = 2, epsilon = 4, smoothing iterations = 1, disparity tolerance = 3.


Radius = 24, alpha = 0.9, truncation (color) = 7, truncation (gradient) = 2, epsilon = 4, smoothing iterations = 1, disparity tolerance = 3.


Radius = 24, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 4, smoothing iterations = 1, disparity tolerance = 3.


Radius = 24, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 3, smoothing iterations = 1, disparity tolerance = 3.


Radius = 24, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 2, smoothing iterations = 1, disparity tolerance = 3.


Radius = 24, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 1, smoothing iterations = 1, disparity tolerance = 3.


Radius = 36, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 1, smoothing iterations = 1, disparity tolerance = 3.


Radius = 12, alpha = 0.9, truncation (color) = 20, truncation (gradient) = 10, epsilon = 1, smoothing iterations = 1, disparity tolerance = 3.

This last depth map is the one I am gonna use to created an animated 3d gif in depthy.me. First, it needs to be inverted so that black is foreground and white is background (depthy.me wants it that way for some reason).


Depth map after color inversion.

What I do in depthy.me is load up the left image and the depth map, and then touch up the depth map in areas that are clearly at the wrong depths (You don't have to touch up all of them, only the ones that produce weird artifacts when the gif is animated.) In the paint mode, I click on "Level" so that I can easily change the depths (It eye-drops the color where you first click on, in other words, it kinda enables you to paint at the right depth without having to eye-drop first.) By clicking on "Preview", you can see the effect of any change you made. If you made a mistake, it's easy to go back by clicking on "Undo". It's pretty primitive but it kinda works. Note that even if the depth map is 100% correct, the animation may still look weird because of the way depthy.me inpaints the areas that become visible. There's not much you can do about that since you would need the right image and the right depth map to more accurately inpaint.


Touched up (in depthy.me) depth map.


Animation produced by depthy.me. I chose "Large", "2s", "Horizontal", "Dramatic", "Near" for the gif creation options.

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