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Featured researches published by Shujun Xing.


Optics Express | 2017

High-efficient computer-generated integral imaging based on the backward ray-tracing technique and optical reconstruction

Shujun Xing; Xinzhu Sang; Xunbo Yu; Chen Duo; Bo Pang; Xin Gao; Shenwu Yang; Yanxin Guan; Binbin Yan; Jinhui Yuan; Kuiru Wang

A high-efficient computer-generated integral imaging (CGII) method is presented based on the backward ray-tracing technique. In traditional CGII methods, the total rendering time is long, because a large number of cameras are established in the virtual world. The ray origin and the ray direction for every pixel in elemental image array are calculated with the backward ray-tracing technique, and the total rendering time can be noticeably reduced. The method is suitable to create high quality integral image without the pseudoscopic problem. Real time and non-real time CGII rendering images and optical reconstruction are demonstrated, and the effectiveness is verified with different types of 3D object models. Real time optical reconstruction with 90 × 90 viewpoints and the frame rate above 40 fps for the CGII 3D display are realized without the pseudoscopic problem.


AOPC 2017: Optical Storage and Display Technology | 2017

Augmented reality glass-free three-dimensional display with the stereo camera

Bo Pang; Xinzhu Sang; Shujun Xing; Kuiru Wang; Chongxiu Yu; Duo Chen; Xunbo Yu; Binbin Yan

An improved method for Augmented Reality (AR) glass-free three-dimensional (3D) display based on stereo camera used for presenting parallax contents from different angle with lenticular lens array is proposed. Compared with the previous implementation method of AR techniques based on two-dimensional (2D) panel display with only one viewpoint, the proposed method can realize glass-free 3D display of virtual objects and real scene with 32 virtual viewpoints. Accordingly, viewers can get abundant 3D stereo information from different viewing angles based on binocular parallax. Experimental results show that this improved method based on stereo camera can realize AR glass-free 3D display, and both of virtual objects and real scene have realistic and obvious stereo performance.


Holography, Diffractive Optics, and Applications VII | 2016

Three-dimensional simulation and auto-stereoscopic 3D display of the battlefield environment based on the particle system algorithm

Jiwei Ning; Xinzhu Sang; Shujun Xing; Huilong Cui; Binbin Yan; Chongxiu Yu; Wenhua Dou; Liquan Xiao

The armys combat training is very important now, and the simulation of the real battlefield environment is of great significance. Two-dimensional information has been unable to meet the demand at present. With the development of virtual reality technology, three-dimensional (3D) simulation of the battlefield environment is possible. In the simulation of 3D battlefield environment, in addition to the terrain, combat personnel and the combat tool ,the simulation of explosions, fire, smoke and other effects is also very important, since these effects can enhance senses of realism and immersion of the 3D scene. However, these special effects are irregular objects, which make it difficult to simulate with the general geometry. Therefore, the simulation of irregular objects is always a hot and difficult research topic in computer graphics. Here, the particle system algorithm is used for simulating irregular objects. We design the simulation of the explosion, fire, smoke based on the particle system and applied it to the battlefield 3D scene. Besides, the battlefield 3D scene simulation with the glasses-free 3D display is carried out with an algorithm based on GPU 4K super-multiview 3D video real-time transformation method. At the same time, with the human-computer interaction function, we ultimately realized glasses-free 3D display of the simulated more realistic and immersed 3D battlefield environment.


Holography, Diffractive Optics, and Applications VII | 2016

Vertex shading of the three-dimensional model based on ray-tracing algorithm

Xiaoming Hu; Xinzhu Sang; Shujun Xing; Binbin Yan; Kuiru Wang; Wenhua Dou; Liquan Xiao

Ray Tracing Algorithm is one of the research hotspots in Photorealistic Graphics. It is an important light and shadow technology in many industries with the three-dimensional (3D) structure, such as aerospace, game, video and so on. Unlike the traditional method of pixel shading based on ray tracing, a novel ray tracing algorithm is presented to color and render vertices of the 3D model directly. Rendering results are related to the degree of subdivision of the 3D model. A good light and shade effect is achieved by realizing the quad-tree data structure to get adaptive subdivision of a triangle according to the brightness difference of its vertices. The uniform grid algorithm is adopted to improve the rendering efficiency. Besides, the rendering time is independent of the screen resolution. In theory, as long as the subdivision of a model is adequate, cool effects as the same as the way of pixel shading will be obtained. Our practical application can be compromised between the efficiency and the effectiveness.


Holography, Diffractive Optics, and Applications VII | 2016

A-star algorithm based path planning for the glasses-free three-dimensional display system

Bin Yang; Xinzhu Sang; Shujun Xing; Huilong Cui; Binbin Yan; Chongxiu Yu; Wenhua Dou; Liquan Xiao

A-Star (A*) algorithm is a heuristic directed search algorithm to evaluate the cost of moving along a particular path in the search space, which can get the shortest path. Here, path planning between any two points on the map is carried out. The STAGE tool is used to manually add way points on the map and determine their spatial location. The adjacent waypoint with a waypoint ID is connected by the line segment to form the navigation graph. A* algorithm can search the navigation graph to find the shortest path from a starting point to the destination. The A* algorithm can restart searching for path from a certain point, and the complex path can be divided in a plurality of frames. Since the navigation graph consists of the movable space, it is considered the obstacle formed by static objects in the scene, and collision detection between the character and static objects is not considered. A-star algorithm based path planning is experimentally demonstrated on a glasses-free three-dimensional display equipment, so that 3D effect of path finding can be perceived.


Holography, Diffractive Optics, and Applications VII | 2016

Real-time synchronized rendering of multi-view video for 8Kx2K three-dimensional display with spliced four liquid crystal panels

Huilong Cui; Xinzhu Sang; Shujun Xing; Jiwei Ning; Binbin Yan; Wenhua Dou; Liquan Xiao

A high speed synchronized rendering of multi-view video for 8K×4K multi-LCD-spliced three-dimensional (3D) display system based on CUDA is demonstrated. Because the conventional image processing calculation method is no longer applicable to this 3D display system, the CUDA technology is used for 3D image processing to address the problem of low efficiency.The 8K×4K screen is composed of four LCD screens, and accurate segmentation of the scene is carried out to ensure the correct display of 3D contents and a set of controlling and the host software are optimally implemented to make all of the connected processors render 3D videos simultaneously. The system which is based on the master-slave synchronization communication mode and DIBR-CUDA accelerated algorithm is used to realize the high resolution, high frame rate, large size, and wide view angle video rendering for the real-time 3D display. Experimental result shows a stable frame-rate at 30 frame-per-second and the friendly interactive interface can be achieved.


Optics in Health Care and Biomedical Optics VI | 2014

An improved non-local means filter for denoising in brain magnetic resonance imaging based on fuzzy cluster

Bin Liu; Xinzhu Sang; Shujun Xing; Bo Wang

Combining non-local means (NLM) filter with appropriate fuzzy cluster criterion, objective and subjective manners with synthetic brain Magnetic Resonance Imaging(MRI) are evaluated. Experimental results show that noise is effectively suppressed while image details are well kept, compared with the traditional NLM method. Meanwhile, quantitative and qualitative results indicate that artifacts are greatly reduced in our proposed method and brain MR images are typically enhanced.


Holography, Diffractive Optics, and Applications VI | 2014

Glasses-free large size high-resolution three-dimensional display based on the projector array

Xinzhu Sang; Peng Wang; Xunbo Yu; Tianqi Zhao; Xing Gao; Shujun Xing; Chongxiu Yu; Daxiong Xu

Normally, it requires a huge amount of spatial information to increase the number of views and to provide smooth motion parallax for natural three-dimensional (3D) display similar to real life. To realize natural 3D video display without eye-wears, a huge amount of 3D spatial information is normal required. However, minimum 3D information for eyes should be used to reduce the requirements for display devices and processing time. For the 3D display with smooth motion parallax similar to the holographic stereogram, the size the virtual viewing slit should be smaller than the pupil size of eye at the largest viewing distance. To increase the resolution, two glass-free 3D display systems rear and front projection are presented based on the space multiplexing with the micro-projector array and the special designed 3D diffuse screens with the size above 1.8 m× 1.2 m. The displayed clear depths are larger 1.5m. The flexibility in terms of digitized recording and reconstructed based on the 3D diffuse screen relieves the limitations of conventional 3D display technologies, which can realize fully continuous, natural 3-D display. In the display system, the aberration is well suppressed and the low crosstalk is achieved.


International Symposium on Photoelectronic Detection and Imaging 2013: Optical Storage and Display Technology | 2013

High-immersion three-dimensional display of the numerical computer model

Shujun Xing; Xunbo Yu; Tianqi Zhao; Yuanfa Cai; Duo Chen; Zhidong Chen; Xinzhu Sang

High-immersion three-dimensional (3D) displays making them valuable tools for many applications, such as designing and constructing desired building houses, industrial architecture design, aeronautics, scientific research, entertainment, media advertisement, military areas and so on. However, most technologies provide 3D display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right multi-view stereo ground image, cameras’ photosensitive surface should be parallax to the public focus plane and the cameras’ optical axes should be offset to the center of public focus plane both atvertical direction and horizontal direction. It is very common to use virtual cameras, which is an ideal pinhole camera to display 3D model in computer system. We can use virtual cameras to simulate the shooting method of multi-view ground based stereo image. Here, two virtual shooting methods for ground based high-immersion 3D display are presented. The position of virtual camera is determined by the peoples eye position in the real world. When the observer stand in the circumcircle of 3D ground display, offset perspective projection virtual cameras is used. If the observer stands out the circumcircle of 3D ground display, offset perspective projection virtual cameras and the orthogonal projection virtual cameras are adopted. In this paper, we mainly discussed the parameter setting of virtual cameras。The Near Clip Plane parameter setting is the main point in the first method, while the rotation angle of virtual cameras is the main point in the second method. In order to validate the results, we use the D3D and OpenGL to render scenes of different viewpoints and generate a stereoscopic image. A realistic visualization system for 3D models is constructed and demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real objects in the real world.


Optics Communications | 2014

Natural three-dimensional display with smooth motion parallax using active partially pixelated masks

Xunbo Yu; Xinzhu Sang; Shujun Xing; Tianqi Zhao; Duo Chen; Yuanfa Cai; Binbin Yan; Kuiru Wang; Jinhui Yuan; Chongxiu Yu; Wenhua Dou

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Xinzhu Sang

Beijing University of Posts and Telecommunications

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Xunbo Yu

Beijing University of Posts and Telecommunications

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Binbin Yan

Beijing University of Posts and Telecommunications

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Chongxiu Yu

Beijing University of Posts and Telecommunications

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Duo Chen

Beijing University of Posts and Telecommunications

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Kuiru Wang

Beijing University of Posts and Telecommunications

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Wenhua Dou

National University of Defense Technology

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Huilong Cui

Beijing University of Posts and Telecommunications

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Liquan Xiao

National University of Defense Technology

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Tianqi Zhao

Beijing University of Posts and Telecommunications

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