3D LED Wall

L3DWALL | 3D LightField LED wall system


Duration: 01.06.2019. – 31.05.2021.

2018-2.1.3-EUREKA-2018-00007

We are living in the era of visual communication.
LED technologies will dominate future displays and visualization. LEDs will outperform all, currently still mainstream technologies, like LCDs, projection (DLP, LCOS, other), even OLED. LEDs, being emissive display components by nature, offer very efficient operation with low consumption, excellent contrast with real black levels, when off, relative to backlit LCDs, or projection. They offer superb brightness, vivid colors and long life-time, when compared to OLEDs.
LED walls became the sole solution in large-scale displaying. Video walls, projection systems and other visual techniques, installations cannot keep pace with the practical advantage of LED walls. LED walls are not anymore just display walls, they offer a creative platform for modular any size, any aspect, any shape, any surface displaying.
For latest fine pitch LED walls, with pixel pitches under 1 mm, they will come to the size of TV-s in the living room.  The modular structure for TV sets next generation microLED technology is evolving opening the way for further size reductions.
Europe is in a leading position in the photonic industry, including LED components and advanced optical technologies. Two European SMEs join forces to rethink LED walls to create a new product category in the segment, launching glasses-free 3D Light Field LED Walls.


EVOCATION

EVOCATION | Advanced Visual and Geometric Computing for 3D Capture, Display, and Fabrication


Duration: 01-10-2018 / 30-09-2022

H2020 - No 813170

EVOCATION will provide the first European training platform for the development of doctoral research skills in the context of scalable acquisition of object shape and material appearance, interactive visualization, advanced 3D displays and computational fabrication. The table to the right summarizes the recruitment deliverables per beneficiary. ESR positions will be advertised at start, with ESRs expected to be working by M6. Training will be based on the novel and scaffolding combination of top-down structured training (e.g., lectures, seminars, progress reports), bottom-up fellow-organized learning (e.g., online discussion and wiki forums, self-auditing, individual coaching) and experiential learning (e.g., experiment design, real-world case studies, workshop organization).

We pursue five major training objectives:

  • Training-through-research and methodical learning based on specific research activities
  • Local training, combining structured PhD programs with individual coaching, in core research competences and skills within both academic and industrial environments
  • Network-wide training, implemented through training events as well as remote tutoring, focusing on the thematic areas, as well as complementary skills focusing on Open science concepts, entrepreneurship, and further transferable skills
  • Inter-sectorial and transnational mobility via secondments and shorter visits to beneficiaries and partners
  • Individualized development of professional and personal skills through per-person planning, monitoring, and feedback.

The common goal of the specific research activities and of the associated training is to prepare ESR fellows to optimally use and develop technology for high-quality 3D acquisition, and virtual and physical presentation, to be applied in a number of application domains. This is a twofold transformative process involving structured training to reach domain understanding from technical knowledge, and individual coaching to gain awareness from the mastery of technical skills.


i-MareCulture

i-MareCulture | Advanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE


Duration: 01-11-2016 / 31-10-2019

H2020 - No 727153

Project’s i-MareCulture scope is to raise public awareness of European identity by focusing in maritime cultural heritage, which by default bridges different civilizations. In particular, i-MareCulture aims in bringing inherently unreachable underwater cultural heritage within digital reach of the wide public by implementing virtual visits, serious games with immersive technologies and underwater augmented reality. Scope of the project is to design, analyze, develop and validate pioneer applications and systems in the context of Virtual Museums through collaborative and innovative research from a diverse group of scientists, researchers, archaeologists, experts and museums.

​The project i-MareCulture is unique, innovative and promising, contributing fully to the H2020 Framework and the Digital Agenda for Europe, a H2020 initiative, for New Skills and Jobs. In addition, this project abides by the EU’s strategy to become a smart, sustainable and inclusive economy by implementing the knowledge triangle by connecting the Education, Research and Industry by supporting and boosting innovative enterprise to develop their technological breakthroughs into viable products in the area of Virtual Museums and Digital Heritage, with real commercial potential.


ETN-FPI

ETN-FPI | European Training Network on Full Parallax Imaging


Duration: 01-10-2015 / 30-09-2019

H2020-MSCA-ITN-2015 – No 676401

Research-wise, the project aims at studying the phenomena of lightfield formation, propagation and perception in order to develop future imaging devices, which recreate the visual world realistically. Different disciplines deal with these phenomena.
Physics and optics look at light as either wave or ray phenomenon and study its propagation and diffraction effects therein.
Computer graphics deals with properties of materials, lighting conditions and corresponding ray rendering.
Computer vision studies object recognition, scene analysis and interpretation.
Visual neuroscience studies how these tasks are achieved by the human visual system and builds computational models to describe and quantify how our vision works.
 
Naturally, different fields of science approach relevant problems using different concepts and terminology. The network combines five underlying fundamental areas for training and research, namely visual neuroscience, visual computing, signal and data processing, optics and management of innovation. On top of them we build a research program organized in three research WPs, where the individual projects are integrated in order to address the challenges in FPI. It is complemented by a comprehensive training program, and a wide set of dissemination and outreach activities.

AB: Academic Beneficiary
NAB: Non-Academic Beneficiary
PO: Partner Organization