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1

Qi, Min, Shanshan Cui, Qianmin Du, Yuelei Xu, and David F. McAllister. "Visual Fatigue Alleviating in Stereo Imaging of Anaglyphs by Reducing Retinal Rivalry and Color Distortion Based on Mobile Virtual Reality Technology." Wireless Communications and Mobile Computing 2021 (September 15, 2021): 1–10. http://dx.doi.org/10.1155/2021/1285712.

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Stereoscopic display is the means of showing scenes in Virtual Reality (VR). As a type of stereo images, anaglyphs can be displayed not only on the screen, but are currently the only solution of stereo images that can be displayed on paper. However, its deficiencies, like retinal rivalry and color distortion, could cause visual fatigue. To address this issue, an algorithm is proposed for anaglyph generation. Unlike previous studies only considering one aspect, it considers both retinal rivalry and color distortion at the same time. The algorithm works in the CIE L ∗ a ∗ b ∗ color space and focuses on matching the perceptual color attributes especially the hue, rather than directly minimizes the sum of the distances between the perceived anaglyph color and the stereo image pair. In addition, the paper builds a relatively complete framework to generate anaglyphs so that it is more controllable to adjust the parameters and choose the appropriate process. The subjective tests are conducted to compare the results with several techniques which generate anaglyphs including empirical methods and computing methods. Results show that the proposed algorithm has a good performance.
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Kumar, Deva Phanindra, and Sourabh Bajaj. "Real Time 3D Anaglyph Image Control Using MEMS Sensors." Advanced Materials Research 403-408 (November 2011): 4157–61. http://dx.doi.org/10.4028/www.scientific.net/amr.403-408.4157.

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3-D Imaging refers to a technique for creating or enhancing the illusion of depth in an image by presenting two offset images separately to the left and right eye of the viewer. Anaglyph generation is one of the most cost effective methods of spectroscopic 3D imaging. Almost all human activities are related to some motion. In this paper we discuss about a method to control realtime anaglyph images based on the movement of MEMS inertial sensors. The aim is to track the movements of the sensor and accordingly build a system that controls anaglyph images simultaneously. A system to control anaglyph images using MEMS was developed at the end of experiment successfully. This can be further enhanced to develop various systems based on motion tracking and image creation, like human body modeling and gesture recognition and also to other 3D imaging techniques.
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Olson, Thor. "Optimizing Anaglyph Colors." Color and Imaging Conference 17, no. 1 (January 1, 2009): 42–48. http://dx.doi.org/10.2352/cic.2009.17.1.art00009.

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Santos, Daniel Souza dos, and Fábio Ferreira Dias. "Uso de Anaglifos como Alternativa para Práticas de Estereoscopia em Sensoriamento Remoto." Anuário do Instituto de Geociências 34, no. 2 (January 1, 2011): 105–11. http://dx.doi.org/10.11137/2011_2_105-111.

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Aerial Photogrammetry is one of the most used implements on remote sensing. One of the most common resorts for analysis in this area is the stereoscopy, which consists of visualization on 3 dimensions of the aerophoto through the use of a stereoscopic pair. There are three main stereoscopic visualization methods: trough anaglyphs, polarization and with a stereoscope. Despite the stereoscope still the most used method, the anaglyph may be an alternative for studies using stereoscopic techniques, with the advantage of using cheaper materials and having the possibility of application on Geographic Information Systems, allowing more cleared analysis with the tools of this kind of software, being very useful when applied on the education, turning the teaching process more dynamic.
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Setyanto, Daniar Wikan, Puri Sulistiyawati, and Erisa Adyati Rahmasari. "Implementasi Nirmana pada Fotografi Portraiture 3D Anaglyph." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 4, no. 02 (August 28, 2018): 143–56. http://dx.doi.org/10.33633/andharupa.v4i02.1790.

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AbstrakImplementasi teknologi 3D saat ini lebih banyak digunakan di dunia perfilman dan animasi, padahal teknologi tersebut memiliki potensi untuk dikembangkan dalam fotografi, khususnya fotografi 3D. Sampai saat ini masih sedikit fotografer yang mendalami dan tertarik untuk melakukan eksperimen. Fotografi 3D menyimpan potensi untuk dikembangkan karena implementasi 3D dapat membuat media foto tersebut menjadi sangat unik. Fotografi sendiri merupakan salah satu dari bidang ilmu pengetahuan, teknologi dan seni (IPTEKS), oleh karena itu ilmu fotografi seharusnya bergerak dinamis mengikuti perkembangan teknologi. Melalui penelitian yang mengarah pada eksperimental fotografi dan citra 3D diharapkan dapat memberikan kontribusi kebaharuan dalam fotografi. Karya fotografi juga memerlukan sentuhan dari nirmana karena nirmana merupakan ilmu yang mempelajari unsur-unsur tata rupa. Tujuan penelitian ini adalah menghasilkan karya-karya fotografi portraiture nirmana dengan teknologi 3D anaglyph. Dengan menggunakan metodologi eksperimental, penelitian ini mengeksplorasi teknik penciptaan fotografi 3D anaglyph. Luaran karya fotografi 3D tersebut menjadi bukti bahwa sisi estetis nirmana dan teknologi fotografi 3D anaglyph merupakan ilmu yang saling berhubungan dan implementatif satu sama lain secara khusus dengan ilmu fotografi. Kata kunci : 3D anaglyph, fotografi, nirmana, portraiture AbstractThe implementation of 3D technology recently is more applicated in film and animation, whereas that technology has big potential to develop in photography, especially the 3D photography genre. Until now, only a few photographers have focused on this genre and are interested in conducting further experiments. 3D photography still has the potential to be developed because 3D applications can produce unique photos. Photography is one of the science and technology fields, therefore photography should move dynamically in line with technological developments. Through research that leads to experimental photography and 3D imagery is expected to contribute novelty in photography. Photographic work also requires nirmana touch because nirmana learns the elements of fine arts. The purpose of this research is to produce portraiture photography works of nirmana with anaglyph 3D technology. By using the experimental methodology, this study explores 3D anaglyph photography creation techniques. The output of 3D photography is evidence that nirmana aesthetic and 3D photography technology are interrelated and implementative especially with the science of photography. Keywords : 3D anaglyph, photography, nirmana, portraiture
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6

Sanftmann, H., and D. Weiskopf. "Anaglyph Stereo Without Ghosting." Computer Graphics Forum 30, no. 4 (June 2011): 1251–59. http://dx.doi.org/10.1111/j.1467-8659.2011.01984.x.

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Wang, Meng, Jian Sheng Chen, Chang Yang, Ke Ming Cao, and Guang Da Su. "Anaglyph 3D Display Based on a Computational Stereo System." Applied Mechanics and Materials 462-463 (November 2013): 993–96. http://dx.doi.org/10.4028/www.scientific.net/amm.462-463.993.

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Anaglyph 3D is a low-cost and popular 3D display method, made out of a photo pair. With only one common camera, however, there are difficulties in capturing moving objects. We suggest using the light field camera, which can be exploited as a computational stereo rig, to capture image pairs simultaneously. A processing framework for making anaglyph 3D image is then proposed. The effectiveness of our proposal is verified visually by experiments.
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Kmeťová, Mária. "Rediscovered Anaglyph in Program GeoGebra." Acta Mathematica Nitriensia 1, no. 1 (2015): 86–91. http://dx.doi.org/10.17846/amn.2015.1.1.86-91.

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Kim Chang Hwan. "Geographical Instruction used the Anaglyph." Journal of the Association of Korean Photo-Geographers 20, no. 1 (March 2010): 79–87. http://dx.doi.org/10.35149/jakpg.2010.20.1.008.

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Heuser, John E. "Membrane Traffic in Anaglyph Stereo." Traffic 1, no. 1 (January 2000): 35–37. http://dx.doi.org/10.1034/j.1600-0854.2000.010106.x.

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11

Lancelle, M., T. Martin, B. Solenthaler, and M. Gross. "Anaglyph Caustics with Motion Parallax." Computer Graphics Forum 35, no. 7 (October 2016): 343–52. http://dx.doi.org/10.1111/cgf.13031.

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Baskara, Dio Nanda. "PREMENSTRUAL SYNDROME DALAM FOTOGRAFI EKSPRESI." spectā : Journal of Photography, Arts, and Media 4, no. 1 (December 16, 2020): 41–50. http://dx.doi.org/10.24821/specta.v4i1.3760.

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Premenstrual Syndrome is a symptom experienced by women before menstruation arrives. Many stories in the form of complaints from female friends. Based on this, ideas emerged to create photographic works of expression about the effects of Premenstrual Syndrome that were packaged with anaglyph technique. The impact to be visualized is a physical, psychological, and emotional symptom in the period before and until menstruation is over. Premenstrual syndrome information that has been collected through observation will be displayed visually by the medium of photography and using the object of a professional female model, as well as the addition of supporting properties to reinforce the message to be conveyed so as not to develop the meaning that comes out of the ideas that have been made. The work of photography created is a work of expression photography. This creation has an embodiment concept that displays visuals from the development of three-dimensional photographs, namely anaglyph and how to see this work must use anaglyph glasses, in the first glasses using a red colored glass lens and the second glasses using a blue lens glass and then how to view works using these glasses in turn. As for the obstacles that were experienced in the presentation of the embodiment of works including akat, place and time. The place is very influential on the atmosphere that appears in the photo, so the choice of place must be really in accordance with the concept to be appointed.Keywords: Premenstrual Syndrome, anaglyph, fine art photography.
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13

Malini Deepika, M., N. R. Raajan, and A. Kamalaselvan. "Single Space Born Image Based Anaglyph Generation." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-8 (November 28, 2014): 803–7. http://dx.doi.org/10.5194/isprsarchives-xl-8-803-2014.

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In remote sensing applications depth and width of the features in the captured image are necessitate for reclamation estimate and to gather morphological information. This work, aims at demonstrating the potential of stereo pair based anaglyph picture generation by eliminating two cameras carried by Cartosat-I stereo Earth observing satellite. The study is conducted in Trichy Srirangam a part of Tamilnadu. The presented approach involves generating the stereo pair from single cartosat image (Panchromating (PAN), Multispectral (MS)). The depth information is estimated by angular deviation from the stereo pair. The generated anaglyph depth map information can be used in categorizing ravines and depth.
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Zhang, Yu, Bingbing Meng, and Huang Wu. "Evaluating the Mechanism by Which the TNO Stereo Test Overestimates Stereo Thresholds." Journal of Ophthalmology 2021 (January 18, 2021): 1–7. http://dx.doi.org/10.1155/2021/6665638.

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Several studies have revealed that results of the TNO stereo test may overestimate the stereoacuity value (the less the better) compared with other testing measurements. The manner in which vision is divided among two eyes of a person wearing anaglyph glasses may play an important role. This study aimed to examine the effect of anaglyph glasses on stereopsis measurements. A stereopsis measurement system using a phoropter and two Sony smartphones was established. Four types of test patterns, including the original TNO stereo test pictures, isoluminant red-green pictures, grayscale pictures, and black and white dots pictures, were designed. A total of 32 participants were recruited for this study. A significant difference was found among the four groups (Friedman test, chi-square = 50.985, P < 0.001 ). The Wilcoxon signed-rank test was used to detect differences between the groups. The stereoacuity of the original TNO group was significantly worse than those of the isoluminant, grayscale, and black-white groups. However, no significant difference was found between the isoluminant and grayscale groups. The correlation coefficient between the original TNO and isoluminant groups was 0.952 (Spearman’s rho, P < 0.001 ; 95% confidence interval (CI), 0.901–0.988), while that between the original and grayscale groups was 0.771 (Spearman’s rho, P < 0.001 ; 95% CI, 0.550–0.916). Anaglyph glasses played an important role in determining the stereoacuity values with the TNO stereo test, and the results were overestimated when compared with that of the other testing methods. The imbalance of chroma and luminance between the two eyes caused by the anaglyph glasses was indicated as one of the reasons for the overestimation of stereo thresholds.
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15

Sakashita, R., N. Fujisawa, F. Matsuura, and K. Takizawa. "Anaglyph stereo visualization of rhythmical movements." Journal of Visualization 10, no. 4 (December 2007): 345–46. http://dx.doi.org/10.1007/bf03181891.

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Koike, Hitomi, and Masanori Idesawa. "Some Notes for Anaglyph Stereo Method in the Presentation of Moving Objects." Journal of Robotics and Mechatronics 9, no. 2 (April 20, 1997): 132–34. http://dx.doi.org/10.20965/jrm.1997.p0132.

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The human visual system perceives three-dimensional structures by using all kinds of means, such as perspective, binocular parallax, motion parallax, texture gradient, etc[2]. Among these, binocular stereo viewing based on binocular parallax is one of the most important means in perceiving the three-dimensional structures of objects. In recent years, in the field of computer graphics, the three-dimensional presentation method based on binocular stereo viewing is widely used. In research on the elucidation of the human visual mechanism, studies with the use of three--dimensional presentation methods based on binocular stereo viewing as applied to computer graphics are being , carried out actively. These studies have led to new discoveries which were never anticipated in the past, and to new knowledge concerning the human visual system. For three-dimensional presentation based on binocular viewing, various methods are used; the anaglyph method is one of them (Fig.1). According to the anaglyph method, the images of the left eye and the right eye are depicted in different colors and are observed after they are separated by means of filters corresponding to these colors. For this reason, the anaglyph method is an extremely effective one for conducting a simple experiment on binocular stereo viewing[1]. However, in the observation of moving objects which the present authors have recently conducted, a strange phenomenon was observed that a triangle rotating on a plane with a uniform depth is perceived as if it were moving in a slanted way. When this phenomenon was examined, it was confirmed that it was due to the Pulfrich effect based on the difference in brightness between red and blue colors[4]. This fact indicates that it is necessary to pay sufficient attention to the existence of this phenomenon as long as the anaglyph method is used for the presentation and observation of moving objects. The present report is intended to introduce several of phenomena observed in the course of the study on the cause of this phenomenon.
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Ramos Diaz, Eduardo, and Volodymyr Ponomaryov. "Reconstruction of 3d video from 2d real-life sequences." Revista Facultad de Ingeniería Universidad de Antioquia, no. 56 (February 28, 2013): 111–21. http://dx.doi.org/10.17533/udea.redin.14658.

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In this paper, a novel method that permits to generate 3D video sequences using 2D real-life sequences is proposed. Reconstruction of 3D video sequence is realized using depth map computation and anaglyph synthesis. The depth map is formed employing the stereo matching technique based on global error energy minimization with smoothing functions. The anaglyph construction is implemented using the red component alignment interpolating the previously formed depth map. Additionally, the depth map transformation is realized in order to reduce the dynamic range of the disparity values, minimizing ghosting and enhancing color preservation. Several real-life color video sequences that contain different types of motions, such as translational, rotational, zoom and combination of previous ones are used demonstrating good visual performance of the proposed 3D video sequence reconstruction.
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Y, Rakesh, and K. Sri Rama Krishna. "Digital Watermarked Anaglyph 3D Images Using FrFT." International Journal of Computer Trends and Technology 41, no. 2 (November 25, 2016): 77–80. http://dx.doi.org/10.14445/22312803/ijctt-v41p113.

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Moret-Tatay, María del Carmen, Núria Pérez-Mengual, Begoña Sáiz-Mauleón, and Francesc Bañuls Lapuerta. "How effective are 3D anaglyph stimuli? An analysis in emotional recognition." Psico-USF 26, spe (2021): 149–55. http://dx.doi.org/10.1590/1413-8271202126nesp14.

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Abstract The aim of this study was to examine the role of virtual environments in visual recognition. A classic and economically accessible technique was chosen: anaglyph. A battery of images that differed in their emotional charge was developed. The emotional valence of the new stimulus was evaluated using the SAM battery. 2D and anaglyph modalities were also tested. 32 subjects participated in the first study and 42 subjects in the recognition task. The results: i) Participants were more accurate in classic 2D environments compared to 3D, ii) participants were more efficient in the negative 3D condition compared to the rest of the emotional conditions in this category, while the neutral environment was the most efficient for 2D. It is suggested that coding information would be simpler for a 2D stimulus, however, effects as robust as emotional charge would manifest more clearly in a deeper presentation.
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Silva, Sahra K. G., Cléber G. Corrêa, Silvio R. R. Sanches, Marcelo S. Lauretto, and Fátima L. S. Nunes. "Assessing Depth Perception in Virtual Environments: A Comprehensive Framework." Journal on Interactive Systems 15, no. 1 (January 1, 2024): 104–17. http://dx.doi.org/10.5753/jis.2023.3515.

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Understanding humans’ perception of depth and how they interact with virtual environments is a challenging task. This context involves investigating how features of these environments affect depth perception, which is crucial for tasks like object manipulation and navigation that require interpreting spatial information. This article presents a comprehensive (general, extensible and flexible) framework to assess depth perception in different virtual environments to support the development of more effective and immersive virtual experiences. This approach can assist developers in decision-making regarding different approaches for assessing depth perception in virtual environments, considering stereoscopic and monoscopic techniques for visualization. The framework considers parameters such as the distance between the user and virtual objects and the sizes of virtual objects. Metrics such as hit rate, response time, and presence questionnaire responses were utilized to assess depth perception. The previous experiments are presented (anaglyph and shutter glasses), as well as the new experiments, considering cave environments with and without anaglyph glasses.
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TSUJIAI, Hidekazu. "Stereopsis contents education of anaglyph with Scratch programming." Journal of Graphic Science of Japan 51, no. 1 (2017): 13. http://dx.doi.org/10.5989/jsgs.51.1_13.

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Lv, Zhihan, Shafiq ur Réhman, M. S. L. Khan, and Haibo Li. "An anaglyph 2D-3D stereoscopic video visualization approach." Multimedia Tools and Applications 79, no. 1-2 (September 16, 2019): 825–38. http://dx.doi.org/10.1007/s11042-019-08172-1.

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Wu, Qin, Guodong Guo, and Jiuzhen Liang. "A cue integration method for anaglyph image partition." International Journal of Machine Learning and Cybernetics 7, no. 6 (October 22, 2014): 983–93. http://dx.doi.org/10.1007/s13042-014-0304-7.

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Li, Songnan, Lin Ma, and King Ngi Ngan. "Anaglyph image generation by matching color appearance attributes." Signal Processing: Image Communication 28, no. 6 (July 2013): 597–607. http://dx.doi.org/10.1016/j.image.2013.03.004.

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Panke, Karola, Tatjana Pladere, Mara Velina, Aiga Svede, and Gunta Krumina. "Objective User Visual Experience Evaluation When Working with Virtual Pixel-Based 3D System and Real Voxel-Based 3D System." Photonics 6, no. 4 (October 16, 2019): 106. http://dx.doi.org/10.3390/photonics6040106.

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Volumetric display shows promising implications for healthcare related applications as an innovative technology that creates real three-dimensional (3D) image by illuminating points in three-dimensional space to generate volumetric images without image separation. We used eccentric photorefractometry to objectively study ocular performance in a practical environment by evaluating near work-induced refraction shift, accommodative microfluctuations, and pupil size for 38 young adults after viewing anaglyph, and volumetric 3D content for prolonged time. The results of our study demonstrate that participants who performed relative depth estimation task on volumetric 3D content were less likely to experience task-induced myopic refraction shift. For both 3D content types, we observed pupil constriction, that is possibly related to visual fatigue. For anaglyph 3D pupil constriction, onset was observed significantly sooner, compared to volumetric 3D. Overall, sustained work with 3D content, and small disparities or the fully eliminated possibility of accommodation-vergence conflict, not only minimizes near work-induced myopic shift, but also provide beneficial accommodation relaxation that was demonstrated in this study as hypermetropic shift for nearly half of participants.
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Teslenok, S. A., A. V. Zaikin, A. A. Skurihin, A. A. Obryadin, and U. S. Fedoseeva. "Creation of anaglyphic relief maps in GIS with open object code." Vestnik of North-Eastern Federal University Series "Earth Sciences", no. 3 (September 26, 2024): 74–89. http://dx.doi.org/10.25587/10.25587/2587-8751-2024-3-74-89.

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To date, no one will be surprised by 3D technologies, for users, monitor screens with visualization in the form of three-dimensional 3D images have become common and familiar. There are many ways to add volume to still and moving images. Accordingly, technologies for creating three-dimensional graphics are extremely diverse in nature, allowing you to model virtual objects and create images based on them. At the same time, various visualization systems of numerous three-dimensional (3D) models (including digital terrain models (DEM)) using stereo effect are the most effective and characterized by the maximum degree of clarity. This determines the purpose of this work – to study and analyze the possibilities and features of creating anaglyphic relief maps using free software for geographic information systems with open object code. Three-dimensional geo-images of the relief were created by implementing the anaglyphic method on the example of the territory of the Republic of Mordovia. The relevance of the presented research is determined primarily by the fact that the active and widespread introduction of various variants of 3D geo-images into our daily life and the practice of scientific research simultaneously reveals the presence of a number of problems related in one way or another to technologies and means of obtaining and perceiving them. The theoretical aspects and modern methods of creating anaglyphic relief images using various GIS products were studied, their disadvantages and advantages were revealed. The results of the work confirm the possibility and accessibility of using the GIS functionality with open object code to create anaglyphic geo-images. Using the functionality of the open GIS SAGA and QGIS, a series of relief anaglyph maps for the territory of the Republic of Mordovia was obtained. The results of the research performed, the data obtained and the author's materials created confirm the need and identify possible ways to improve the overall technological scheme for creating anaglyphic maps and plans. The given technological schemes for the creation of anaglyphic geo-images and the obtained materials can be used in organizing and conducting further studies of the features of the relief of the Republic of Mordovia.
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Goto, Hideaki. "Seafloor Stereo Map of Coastal Areas for Geomorphological Studies." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-98-2019.

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<p><strong>Abstract.</strong> Topographical anaglyph maps produced from digital elevation model (DEM) are an easy and practical means of inland topography and seafloor observations (Goto, 2016). Since the 2000s, several coastal DEMs surveyed by multi-beam sound systems have been stored, though submarine topographic features have been popularly represented by contour lines in the previous century. Various DEM-based visual maps including shaded relief or stereo maps with contour lines have been adapted to observe inland topography (Awata, 2017); however, they have been rarely used to express slope shade with contour lines in coastal areas.</p><p> Since the development of submarine topography above −120 m has become relevant for sea-level changes after the last glacial age, deep-sea features such as cliffs and terraces could provide essential information on topographical evolution and crustal movement. Therefore, we produced a stereo image map of slope shade and contour lines in a coastal area based on DEM. Although Louis Ducas du Hauron patented the original idea of producing anaglyphs in 1891(Waker and Dodge, 2001), anaglyph seafloor maps expressing slope shade and contour lines from DEM are new as well as are effective for understanding the geomorphic features of submerged terraces and the broad deformation of the oceanic bed because they enable us to identify small topographic features, such as submerged coral crests and height differences in the wide area.</p><p> We studied the area around Inazejima and Iheyajima islands distributed in the north of Okinawa prefecture, southwest Japan. We found it difficult to understand the active tectonics of Nansei–Shoto arc based on only the isolated small islands; thus, we focused on the submerged marine terraces widely developed around these islands to reveal the depth distribution of paleo-shorelines.</p><p> The Japan Coast Gard (JCG) conducted a multi-beam survey along the northwestern coast of Okinawa island from 2008 to 2012 (Yasuhara, 2013). The JAMSTEC (2016) stored and disseminated information for the rock and sediment core samples as well as the results of the multi-beam survey on their website, “Data and Sample Research System for Whole Cruise Information in JAMSTEC.” We retrieved these data from the JCG and JAMSTEC to generate 1.44-smesh (approximately 44 m) and 2-s-mesh (approximately 65 m) seafloor DEMs, respectively. We combined these DEMs with a 500-m-mesh DEM (J-EGG500) published by JCG, which were subsequently overlapped in a decreasing resolution. We imported these seafloor DEMs into Simple DEM Viewer® to produce an anaglyph map that was overlapped onto the black and white slope shading base map and contour lines for stereoscopic analysis with red-cyan glasses.</p><p> Interpretation of the map revealed that the several submerged marine terraces were distributed around the islands, and the NWW-trending active faults cut and deformed these terraces in the southwest off the coast of Izena island. Stereoscopic analysis with contour lines enabled us to obtain the height difference of the submerged terraces between the west and east sides of Iheya island, which were estimated to have formed during the last glacial age based on the terrace platform depth.</p>
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Vidovenyecz, Zsolt. "Hungarian Virtual Computer Museum Using Anaglyph Three-Dimensional Technique." Journal of Applied Multimedia 13, no. 4 (2019): 107–11. http://dx.doi.org/10.26648/jam.2018.4.002.

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Sherman, Debby. "Making Anaglyph Images From SEM Images Using Adobe PhotoShop." Microscopy Today 7, no. 1 (January 1999): 8–9. http://dx.doi.org/10.1017/s1551929500063707.

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Three-dimensional images, or anaglyphs, can provide useful information as to height relationships between components of an image. They can also enliven presentations before diverse groups. Imagine a boardroom full of executives having their 5th straight meeting of the day. You are there to present preliminary research information that could lead to a major contract. After requesting that everyone to put on red/blue glasses (not exactly the height of fashion), you proceed to show stereo images of hair samples with obviously different degrees of roughness. Correlation is drawn between the different samples and the nutritional components of the dietary supplement being tested. A picture not only saves a lot of words. It also leaves a lasting image in the minds of the observers that could easily translate into $$$. Besides, it's fun to look at neat 3-D images!
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Matsuura, F., and N. Fujisawa. "Application of anaglyph stereo visualization technique using depth information." Journal of Visualization 11, no. 1 (March 2008): 7. http://dx.doi.org/10.1007/bf03181905.

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Pena-Verdeal, Hugo, Veronica Noya-Padin, Noelia Nores-Palmas, Belen Sabucedo-Villamarin, and Maria Jesus Giraldez. "Differences in the values of anaglyphs, vectograms and cheiroscopes on participants with low, normal, and high AC/A ratio." Journal of Physics: Conference Series 2407, no. 1 (December 1, 2022): 012033. http://dx.doi.org/10.1088/1742-6596/2407/1/012033.

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Abstract Purpose: Anaglyphs, Vectograms and Cheiroscopes are visual therapy materials based on red/green, polarized, or black/white targes that used similar but slightly different images for each eye to train fusion and vergence skills. This study aimed to analyse the differences in the results obtained on those devices on participants with low, normal, or high AC/A ratios. Material and methods: three groups of volunteer participants were recruited based on their recent clinical history among patients attending the Optometry Clinic of the centre: 15 participants with low AC/A, 15 participants with normal AC/A and 15 participants with High AC/A ratios. None of them was under any type of medication, have an ocular or systemic disease, or were performing any kind of visual training plan that could affect the study. In two sessions one week apart, following the manufacturer’s instructions, the participants performed in a random order three visual therapy device-based training: one red/green Fixed Demand Anaglyph [FDA], one Variable Demand Polarized Vectogram [VDPV], and one based on the Wheatstone W [WW]. Participants were instructed to indicate the maximum value base-out (BO) where both image fusion and clarity was lost. Results between both sessions were compared with an analysis of differences. Results: There was found higher BO vergences results with the three devices regarding the second to the first session in the Low and Normal AC/A groups (Wilcoxon test, all p ≤ 0.013), but none in the High AC/A group (Wilcoxon test, all p ≥ 0.162). Conclusion: There is an enhancement of BO vergences in Low and normal AC/A participants but not in high AC/A participants by performing visual training with Anaglyphs, Vectograms and Cheiroscopes devices.
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Wade, Nicholas J. "On the Origins of Terms in Binocular Vision." i-Perception 12, no. 1 (January 2021): 204166952199238. http://dx.doi.org/10.1177/2041669521992381.

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Vision with two eyes has been commented upon for many centuries, and the principal concern has been with binocular single vision. The terminology we apply to binocular vision developed rapidly after the invention of the stereoscope in the early 19th century. The origins of terms such as anaglyph, binocular lustre, chromatic stereoscope, cyclopean eye, dichoptic, horopter, pseudoscope, rivalry, stereoscope, stereograph, and stereopsis are described together with portraits of those who introduced them.
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MATSUURA, Fuminori, Tomoaki SHUTO, and Nobuyuki FUJISAWA. "Research or Anaglyph Three-dimensional Visualization Technique for Buoyant Plume." Journal of the Visualization Society of Japan 29-1, no. 1 (2009): 347. http://dx.doi.org/10.3154/jvs.29.347.

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Sakashita, Reiko, Kaoru Takizawa, Fuminori Matsuura, Nobuyuki Fujisawa, and Fujie Kondo. "Differences between Impressions of Anaglyph Stereo Images and 2D Images." Journal of the Visualization Society of Japan 25, Supplement2 (2005): 349–52. http://dx.doi.org/10.3154/jvs.25.supplement2_349.

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35

Woods, Andrew J., Chris R. Harris, Dean B. Leggo, and Tegan M. Rourke. "Characterizing and reducing crosstalk in printed anaglyph stereoscopic 3D images." Optical Engineering 52, no. 4 (April 5, 2013): 043203. http://dx.doi.org/10.1117/1.oe.52.4.043203.

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36

Prathap, Ivy, and R. Anitha. "Robust and blind watermarking scheme for three dimensional anaglyph images." Computers & Electrical Engineering 40, no. 1 (January 2014): 51–58. http://dx.doi.org/10.1016/j.compeleceng.2013.11.005.

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Smith, Connell, and Swift. "Stereoscopic display of atomic force microscope images using anaglyph techniques." Journal of Microscopy 196, no. 3 (December 1999): 347–51. http://dx.doi.org/10.1046/j.1365-2818.1999.00603.x.

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38

Kang, Su-hai, and Sheng Jin. "Application of Video Anaglyph Maker for 3-D Flow Simulation." Journal of Hydrodynamics 22, no. 2 (April 2010): 289–94. http://dx.doi.org/10.1016/s1001-6058(09)60057-3.

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39

Gajski, Dubravko, Robert Župan, Ivana Racetin, and Ružica Krstić. "Straightforward Stereoscopic Techniques for Archaeometric Interpretation of Archeological Artifacts." Heritage 6, no. 7 (June 29, 2023): 5066–81. http://dx.doi.org/10.3390/heritage6070268.

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Stereoscopic visualization plays a significant role in the detailed and accurate interpretation of various geometric features on the surface of archaeological artifacts, which can be challenging to perceive using conventional two-dimensional visualizations. Moreover, virtual 3D models can be shared with other archaeologists for interpretation and the exchange of opinions. The hardware requirements for rendering stereoscopic 3D models are often readily available on desktop computers, or require only a minimal investment for implementation. This article focuses on creating stereoscopic visualizations of a stylized dove-shaped cult vessel for a virtual museum project. The term “visualization” is defined, emphasizing its significance and everyday applications. The camerawork techniques and processes involved in stereoscopic image production, including anaglyph imaging and polarization, are described. Blender (community-driven project under the GNU General Public License (GPL), Blender Foundation is a member of Open Invention Network, Khronos, Linux Foundation and the Academy Software Foundation) and StereoPhoto Maker (Muttyan, Japan) are reviewed as they relate to the production process of stereoscopic visualizations using open-source software. A series of static stereoscopic visualizations, along with two dynamic stereoscopic examples, are created, one using the anaglyph process, and the other using polarization. Lastly, the article discusses the contribution of stereoscopic visualizations to the interpretation of archaeological artifacts and suggests the optimal parameters for creating stereoscopic visualizations.
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Fushimi, Melina, and Viviane Capoane. "Mapeamento do relevo a partir do método anáglifo como subsídio ao planejamento ambiental do alto curso da bacia hidrográfica do córrego Ceroula, Campo Grande-MS." Revista Brasileira de Geografia Física 16, no. 4 (July 24, 2023): 1793–812. http://dx.doi.org/10.26848/rbgf.v16.4.p1793-1812.

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O objetivo do presente artigo foi apresentar o mapeamento do relevo a partir do método anáglifo como subsídio ao planejamento ambiental do alto curso da bacia hidrográfica do córrego Ceroula, Campo Grande-MS. Assim, foram elaborados mapeamentos em ambiente de Sistemas de Informação Geográfica, sobretudo o mapa geomorfológico com o uso de imagens tridimensionais na escala 1:10.000, e trabalhos de campo, onde ocorreu a reambulação das informações espacializadas nos documentos cartográficos e a caracterização de três pontos representativos de observação. O método anáglifo mostrou-se adequado para a fotointerpretação dos compartimentos de relevo e das feições geomorfológicas, em que foram identificadas linha de divisor de águas, topos suavemente ondulados das colinas e morros, planícies aluviais e alvéolos, cabeceiras de drenagem em anfiteatro, colos topográficos, morfologias das vertentes (côncavas, convexas e retilíneas), morfologias dos fundos de vale (em V e plano) e erosões lineares (sulcos, ravinas e voçorocas). Nos pontos de observação verificou-se problemas ambientais, como erosão e remoção da vegetação original para pastagem e para a monocultura da soja, cujos usos da terra possuem condicionantes geomorfológicos, destacando a importância do relevo e do planejamento ambiental no âmbito da tomada de decisões.Palavras-chave: Mapa geomorfológico, Fotointerpretação, Uso da terra, Trabalho de campo. Relief mapping by anaglyph method as a subsidy to the environmental planning in the upper course of the Ceroula stream watershed, Campo Grande-MS ABSTRACTThis assignment aimed to present the relief mapping by anaglyph method as a subsidy to the environmental planning in the upper course of the Ceroula stream watershed, Campo Grande-MS. Then, mappings were elaborated using the Geographic Information System, especially the geomorphological map with tridimensional images, on a scale of 1:10.000, and fieldwork, where the reambulation of spatialized information in the cartographic documents was carried out and the characterization of three representative points. The anaglyph method proved to be adequate for the photointerpretation of the relief compartments and geomorphological features, in which drainage divide, lightly undulated hills, foodplain and alveoli, headwaters, topographic colo, slope morphologies (concave, convex and rectilinear), valley morphologies (V and flat shaped) and linear erosions (rills, ravines and gullies) were identified. Environmental problems were found at the representative points, such as erosion and removal of original vegetation for pasture and soybean monoculture, whose land uses have geomorphological constraints, highlighting the importance of relief and environmental planning in the context of decision-making.Keywords: Geomorphological map, Photointerpretation, Land use, Fieldwork.
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Callahan, Patrick G., McLean Echlin, Tresa M. Pollock, Saransh Singh, and Marc De Graef. "Three-dimensional texture visualization approaches: theoretical analysis and examples." Journal of Applied Crystallography 50, no. 2 (March 7, 2017): 430–40. http://dx.doi.org/10.1107/s1600576717001157.

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Crystallographic textures are commonly represented in terms of Euler angle triplets and contour plots of planar sections through Euler space. In this paper, the basic theory is provided for the creation of alternative orientation representations using three-dimensional visualizations. The use of homochoric, cubochoric, Rodrigues and stereographic orientation representations is discussed, and illustrations are provided of fundamental zones for all rotational point-group symmetries. A connection is made to the more traditional Euler space representations. An extensive set of three-dimensional visualizations in both standard and anaglyph movies is available.
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42

Seunghwan Oh. "The Study of the Anaglyph for the Real-time Stereoscopic images." Journal of Digital Design 10, no. 3 (July 2010): 297–306. http://dx.doi.org/10.17280/jdd.2010.10.3.030.

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43

MATSUURA, Fuminori. "Development of anaglyph stereo visualization technique for generation of sculpture art." Journal of the Visualization Society of Japan 28-1, no. 1 (2008): 441. http://dx.doi.org/10.3154/jvs.28.441.

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Takizawa, Kaoru, Fuminori Matsuura, Nobuyuki Fujisawa, and Fujie Kondo. "Flow of rhythmical movement in a snapshot of anaglyph stereo image." Journal of the Visualization Society of Japan 25, Supplement2 (2005): 343–46. http://dx.doi.org/10.3154/jvs.25.supplement2_343.

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45

Lee, Joonsung. "A Study of Fabric Pattern Design Applied Stereoscopic Anaglyph 3D Effect." Journal of Korea Design Knowledge ll, no. 27 (September 2013): 251–59. http://dx.doi.org/10.17246/jkdk.2013..27.023.

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46

Le Deun, Thomas, Daniel Stoenescu, and Jean-Louis de Bougrenet de la Tocnaye. "Design of optimized anaglyph-type filters for three-dimensional projection systems." Optical Engineering 57, no. 08 (August 23, 2018): 1. http://dx.doi.org/10.1117/1.oe.57.8.083105.

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47

Quintana, Leónidas M. "Anaglyph 3D in Vascular Neurosurgery: Excellent Exercise for the Neurosurgeon's Brain." World Neurosurgery 82, no. 3-4 (September 2014): e417-e418. http://dx.doi.org/10.1016/j.wneu.2013.03.002.

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Devi, Hidangmayum Saxena, and Khumanthem Manglem Singh. "A Novel, Efficient, Robust, and Blind Imperceptible 3D Anaglyph Image Watermarking." Arabian Journal for Science and Engineering 42, no. 8 (May 10, 2017): 3521–33. http://dx.doi.org/10.1007/s13369-017-2531-1.

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Abid, Saad Hameed, Zhiyong Li, Renfa Li, and Jumana Waleed. "Anaglyph video smell presentation using micro-porous piezoelectric film olfactory display." Displays 39 (October 2015): 55–67. http://dx.doi.org/10.1016/j.displa.2015.08.004.

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Park, Young Soo. "2D to 3D Anaglyph Image Conversion using Linear Curve in HTML5." Journal of Digital Convergence 12, no. 12 (December 28, 2014): 521–28. http://dx.doi.org/10.14400/jdc.2014.12.12.521.

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