Stereoscopic 3 Dhow It Works
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Transcript of Stereoscopic 3 Dhow It Works
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Stereoscopic 3DHow it Works
Matt CowanChief Scientific Officer,
REAL D
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Outline
3D Perception How we see 3D
Stereopsis Parallax and Interocular
Colour
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Decoding Depth in Pictures
Monocular cues
Stereo cues
Physiological cues
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Shading
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Relative Size
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InterpositionInterposition
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Textural Gradient
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Relative Size
Foreground Background
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Size
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Bottom of image closer than top
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Perspective
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Shading
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Motion Parallax
-induce parallax byhead movement
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Geometry of Stereoscopy
Boundary conditions
Interocular Parallax
Zero parallax
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Creation Volume Boundary
Pyramid bounded by 4 corners and viewers eyes
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Interocular and Parallax
Essence of stereoscopic production is
separating the objects for different left andright views
A lot of science a lot of art Fundamentally based on interocular
distance of humans 65mm
Creates different view for each eye.
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Horizontal Parallax
Basis for stereopsis
Different parallax indicates different distancefrom the viewer.
Different parallax provides a different view ofobjects by each eye.
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Horizontal Parallax
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Vertical Parallax
Unnatural in real world
Eyes concentrate on small area of interest Real World parallax is always in the
direction of separation of the two eyes Normally horizontal
Vertical fusion limited to about degree Vertical parallax gives headaches
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Vertical Parallax
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Stereo Cues - Parallax
Eyes toe in or out
Brain references angle of eyes and amount ofoccluded information visible to one eye only
Positions interpreted relative to angle
Position interpretation relative to amount ofocclusion
Limits on amount of toe for comfort A dominant cue for depth
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Left eye view Right eye view
L
R
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Screen Plane
Parallax Infinity point
65mm
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Zero Parallax
Defines the point where the eyes converge
Physically the screen plane Creative question place objects in front
of or behind this point
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I f t f th
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In front of the screen
Negative parallax
Screen Plane
65mm on screenPlaces object half wayTo viewer
Behind the Screen
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Behind the Screen
Positive parallax
Screen Plane
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Screen Size
Variable in viewing situation
Parallax defined in mastering by pixels ora relative amount screen
Interocular (65mm) defined by viewer asfixed value
Defines theoretical infinity point
Interocular varies if screen width varies
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Parallax
65mm parallax on 2K screen
6 m screen = 22 pixels 12 m screen = 11 pixels
18 m screen = 7 pixels
What values to use for master?
Good news the eye is very tolerant to difference one moderate value works for most.
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Focus distance
Eye knows where it is focused by the
contraction of the focus muscles Cue stronger in younger people
Cue non existent in those of us who wearbifocals
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Cue Conflicts
When all cues line up, 3D is excellent
When cues conflict, 3D breaks down Not all cues have to be perfect, but it
helps
Si / f d
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Size / foreground
Miniature
Full size
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Breaking the Frame
Projection screen represents window
Window truncates objects normal for objects behind window
Objects inside window must stay inside frame Action in front of screen that breaks frame
degrades stereo image
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Creation Volume Boundary
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M i
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Motion
Apparent Simultaneous Motion
Left and Right eyes want motion to appear atsame time
Sequential frame 3D naturally offsets motion
timing Apparent parallax changes depending on motion
3D S A hi
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3D System Architecture
Left Eye Master
Right Eye Master
Digital Cinema
Package
2 Channel
DC Server
Projector
Left-Right parallel streams
Left-Rightseries stream
Z Screenpolarizationswitch
P
rojection
Screen
PolarizedGlasses
Left circularRight circular
Synchronization
Same lens projects left and right eyes
Motion Double Flash, Triple
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Motion Double Flash, Triple
Flash Single projector systems
Double Flash 96fps presentation
L1, R1, L1, R1, L2, R2, L2, R2 etc
Triple Flash 144 fps presentation
L1, R1, L1, R1,1, R1, L2, R2, L2, R2, L2, R2 etc.
Triple flash exceeds the fusion threshold for muchsmoother motion
Triple flash provides less phase difference betweenleft and right eye views.
Timing Diagram for Double and Triple flash Interleaved 3D. Extend to multiple flash
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Left Eye Input
Right Eye Input
1/24 second = 1 normal film frame time
Left LeftRight Right
Left Left LeftRight Right Right
Input
Interleaveddouble flash
InterleavedTriple flash
96 flashesper second
144 flashesper second
Timing diagram showing how the input signal is sped up and interleaved in the projector to produce sequentialleft and right eye views.Note the switching timing for the modulator corresponding to the projector outputNote the finite rise and fall times resulting in periods of time where the display is not operational.
Switching - lefthigh right low
Switching - lefthigh right low
Phase offset
Phase offset
M ti Li it ti
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Motion Limitations
Sequential approach induces parallax in
motion Eye tracking a movement will place a single
object in different locations
Creates error in apparent Z dimension of theobject
Creates limits on speed of motion (similarto limits on rate of panning)
Colour Shift?
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Colour Shift?
Different systemsintroduce colour shifts
Small for polarized andshutter glasses
colour shift corrected inprojector calibration
Calibrate digital projector
through 3D system Measured shift of order
>.004x and y
S St i Ci m i A ti
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See Stereoscopic Cinema in Action
REAL D System in RAI theatre
Single projector
Passive glasses circular
Z screen for sequentialpolarization
Simple, Reliable >1 million hours
Doremi server
Christie projector Harkness Hall screen
REAL D System -Passive Glasses1 P j t St
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1 Projector Stereo
Left Eye
Right Eye
Left EyeSource
Right Eye
Source
Z ScreenPolarizationswitch
High Frame RateDigital ProjectorChristie CP 2000
Non-depolarizingscreen
Harkness HallPolarized glasses(Circular)
Doremi Server
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Matt CowanChief Scientific Officer
www. Reald. [email protected]