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]