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In the recent past, 3-D technology has experienced a boom, especially in the consumer market. Early in 2010, the Korean display market research company Display-Bank added glasses-free 3-D solutions to their list of the most important display innovations for the next ten years. And it’s only a matter of time until companies in all industries adapt to the market changes.
The process of supporting stereo can be divided basically into two steps: first is the
creation of one or more stereo pairs; in other words, the creation of the left and right
views; the second step is how to display these perspectives in order to reach the
desired stereo effect.
Fortunately, creating stereo content is no as complicated as you might think.
TRIDELITY offers cutting-edge software solutions, providing 3-D artists with all
necessary tools that solve the technical details, saving time which should be better
used for the creativity process.
We would like to avoid going too far, so we will not go into extensive details about
content creation now. But don’t worry; you will get more information on the next
chapters.
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1.41.41.41.4 Applications of StereoscopyApplications of StereoscopyApplications of StereoscopyApplications of Stereoscopy
1.4.11.4.11.4.11.4.1 Scientific Analysis and VisualizationScientific Analysis and VisualizationScientific Analysis and VisualizationScientific Analysis and Visualization
Scientific data is often complex and the relationship among co-related data can be
very difficult to visualize. Stereoscopy provides a great tool for presenting 3-D
information in a way that can be easily grasped. Data displayed in stereo provides
often new insights into the underlying process you are investigating. Besides,
stereoscopy provides a better way to communicate ideas with research colleagues.
A 3-D film immerses you in the scene, with a greatly enhanced sense of physical presence and participation. When most people think of 3-D films, they think first of the gimmick shots -- objects or characters flying, floating or poking out into the audience. In fact, in a good stereo movie, these shots should be the exception rather than the rule. Watching a stereo movie is looking into an alternate reality through a window. – James Cameron Apr. 2008
2.12.12.12.1 General Rule for rendering in StereoGeneral Rule for rendering in StereoGeneral Rule for rendering in StereoGeneral Rule for rendering in Stereo
Rendering ones first stereo scene will be certainly a try and error affair. The
following approach might help avoiding some common mistakes. First step is to
choose the camera aperture, values between 45 and 60 degrees should enough. At
this point you should choose the focal plane; this is the plane where the objects will
appear to be 2D (zero parallax). Objects in front of this plane will appear floating in
front of the screen (negative parallax); objects behind the plane will appear behind
the screen (positive parallax).
The following picture illustrates this principle.
How close objects can come to the camera depends somewhat on the display
system.
Screen
(Projection Plane)
Positive Parallax
Negative Parallax
Camera 1
Camera 2
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A common measure of the stereo effect is the parallax angle. The parallax angle is
for example used by Astronomers in order to find the distance from the Earth to a
certain star.
For easy convergence for the majority of people, the absolute value of this angle
should not exceed 0.40 degrees for a 5-view autostereoscopic display. Note that this
angle is positive for positive parallax and negative for negative parallax. For negative
parallax, we recommend a maximum of –0.25 degrees in order to avoid cross-talk.
2.22.22.22.2 CameraCameraCameraCamera
Vector arithmetic will help us bring together various cases that arise when creating
stereo projections into a single expression. If you are not familiar with it, we
recommend having a look back at the basics before continuing.
A camera could be defined by its projection axis, its view volume and focus. Using a
very simplistic model, we could define a camera by drawing a pyramid as the viewing
volume that is sliced by the near and far planes like the picture below.
What you can notice straight away is that this perspective is symmetric and it’s
perfectly suited for non-stereo projections. Note however that although the
projection axis and the view frustum are both needed in order to generate the final
perspective, they are not dependent in each other and might be configured
separately.
In order to generate stereo views we will need this feature in such a way that the
perspective axis will not be changed. On the other hand, the view frustum will be
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redefined so that different parts of the scene will be displayed through a so-called
asymmetric frustum as you can see in the picture below.
The interesting aspect of this kind of projection is that the depth order, position and
shape of the objects will be the same in any singular view frustum as long as the
projection axis stays the same. This characteristic is very important in order to
generate correct stereo views.
However, many software applications do not support such kind of asymmetric
frustum. In these cases, we need to use symmetric frustum and extend the
horizontal field of view for each eye. After rendering, those parts of the image must
be trimmed off.
In this case, let’s call the camera aperture β, the eye separation s, the intended
width w and the focal distance f, the part to be trimmed delta is:
����� = �2�tan(�2)
For example, if w = 960, f = 30, s = f/120, β = 60 degrees, then delta is 7 pixels and the
new camera aperture 60.36115.
When using software that do support asymmetric frustum like OpenGL, the
transformation can be represented by the following calculations.
Half of the width of the projection plane can be represented by:
ℎ_����ℎ = ���� ∗ tan(��������2 )
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In this case, delta can be represented by:
����� = ������ ∗ �������� In OpenGL for example, we could use the command glFrustrum(left, right, bottom,
top, N, F) in order to create a viewing frustum. The projection matrix looks like this:
In order to get the right eye projection, supposing an aspect ratio AR, we could
simply define left and right being:
/0 = 12 ∗ ℎ34567 − 0.5(�����) Where left = -CO and right = CO. Now we simply move the camera using half the
camera separation:
��(���. :; = ��(���. : + ������2
If this seems a bit confusing at first, don’t worry. TRIDELITY offers a complete
OpenGL example in C++ including the source codes.
If you are a content creator, the plug-ins will do the complete calculation for you and
this information will just help you understand what’s going on under the hood.
2.32.32.32.3 Checklist for creating stereo contentChecklist for creating stereo contentChecklist for creating stereo contentChecklist for creating stereo content
Following we will present you some guidelines that must be following in order to
create stereo content that are easy to the eyes.
1. Cross-talk
Stereoscopy is never perfect; there will be always some kind of leakage
from one perspective view reaching the wrong eye. Make sure to limit the
parallax before cross-talking gets too high.
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2. Slow it down!
Make sure that things that have high parallax are not moving too fast.
Especially if they have negative parallax.
3. Interposition
This is one of the most common errors nowadays. Content creators tend
to add objects to stereo scenes in post-production and they forget the
objects that are in front of others should hide them. How often have I
seen objects going through other objects and completely destroying a
good 3-D movie.
4. Interference
Sometimes there might be structures that repeat themselves in a certain
frequency, like the bars on a jail. A problem might occur if this frequency
matches the parallax separation. This can lead to very disturbing images
and increase the possibility of people getting headaches.
5. Camera changes
Event changing the camera settings too often. You might already have
noticed that movie trailers in 3-D are usually more difficult to see than
the movie itself. This is due to the frequent cut to scene with different
focus and parallax values.
6. Negative Parallax
Avoid using too much of negative parallax on longer movies and make
sure these objects are placed in the center of the screen. Viewers will
actually find positive parallax (behind the screen) more comfortable.
7. Contrast
Avoid high contrast on scenes with high parallax. One of the main
problems here is due to the LCD technology. Neighbor pixel will tend to
light up a bit causing ghosting which will destroy the parallax.
8. A 3-D Display is a window!
Treat the 3-D display as a window. Things that should come out through
the windows must fit completely inside it. If you try to move something
out of the window and it touches the border, the object should stay where
it is!
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9. Maximum Parallax
Try not to exceed the 1% of the horizontal active area (resolution) for
positive parallax and 1.5% of positive parallax on a display screen.
10. Toe-In
Never use toe-in cameras. This will result in bad 3-D and cause eye-
strain due to vertical parallax. Make sure you always use parallel
cameras.
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“There's something that 3D gives to the picture that takes you into another land and you stay there and it's a good place to be...” - Martin Scorcese 04/2012
3.13.13.13.1 How does it work?How does it work?How does it work?How does it work?
The content is produced by taking “pictures” from five slightly different positions,
making them look slightly different from each other. Each of these pictures is then
shown at the same time on a modified LCD display, and the final output is compiled
using a special multiplex pattern where only some information from each picture is
selected.
A specially developed optical barrier element is then placed on top of the LCD
display and is responsible for splitting the pictures so that different images are
projected onto each eye of the viewer. Due to the fact that your left eye sees a
different picture than your right eye, and therefore has another perspective, the
brain is capable of merging both perspectives into a 3-D scene.
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Benefits:
• The parallax barrier replaces the cumbersome eye-ware required
nowadays.
• Displaying 5 different views allows many users to see 3-D comfortably
while keeping an acceptable resolution in opposite to 8 view systems,
• The monitor does not distort content in opposite to lenses-based systems.
• In contrary to most lenses based displays, 2-D content works seamlessly.