Glassless 3D Technology a 3D Solution Without Glasses - the Future of 3D Technology
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Stereo Capture and Display At
Creation of a Complete Stereoscopic 3D Workflow for SoFA Allison Hettinger and Ian Krassner 1. Introduction 1.1 3D Trend Stereoscopic 3D motion pictures have recently risen to popularity once again following the success of films such as James Cameron’s Avatar. More and more films are being converted to 3D but few films are being shot in 3D. Current available technology and knowledge of that technology (along with cost) is preventing most films from being shot in 3D. Shooting in 3D is an advantage because two slightly different images are produced that mimic the two images the eyes see in normal vision. Many take the cheaper route of shooting in 2D and converting to 3D. This results in a 3D image, but usually nowhere near the quality as if the film was originally shot in 3D. This is because a computer has to create the second image, which can result in errors. It is also important to note that a 3D image does not necessarily mean a stereo image. 3D can be used to describe images that have an appearance of depth, such as 3D animations. Stereo images refer to images that make use of retinal disparity to create the illusion of objects going out of and into the screen plane. Stereo images are optical illusions that make use of several cues that the brain uses to perceive a scene. Examples of monocular cues are relative size and position, texture gradient, perspective and occlusion. These cues help us determine the relative depth positions of objects in an image. Binocular cues such as retinal disparity and convergence are what give the illusion of depth. -
Virtual Reality and Visual Perception by Jared Bendis
Virtual Reality and Visual Perception by Jared Bendis Introduction Goldstein (2002) defines perception as a “conscious sensory experience” (p. 6) and as scientists investigate how the human perceptual system works they also find themselves investigating how the human perceptual system doesn’t work and how that system can be fooled, exploited, and even circumvented. The pioneers in the ability to control the human perceptual system have been in the field of Virtual Realty. In Simulated and Virtual Realities – Elements of Perception, Carr (1995) defines Virtual Reality as “…the stimulation of human perceptual experience to create an impression of something which is not really there” (p. 5). Heilig (2001) refers to this form of “realism” as “experience” and in his 1955 article about “The Cinema of the Future” where he addresses the need to look carefully at perception and breaks down the precedence of perceptual attention as: Sight 70% Hearing 20% Smell 5% Touch 4% Taste 1% (p. 247) Not surprisingly sight is considered the most important of the senses as Leonardo da Vinci observed: “They eye deludes itself less than any of the other senses, because it sees by none other than the straight lines which compose a pyramid, the base of which is the object, and the lines conduct the object to the eye… But the ear is strongly subject to delusions about the location and distance of its objects because the images [of sound] do not reach it in straight lines, like those of the eye, but by tortuous and reflexive lines. … The sense of smells is even less able to locate the source of an odour. -
Intraocular Lenses and Spectacle Correction
MEDICAL POLICY POLICY TITLE INTRAOCULAR LENSES, SPECTACLE CORRECTION AND IRIS PROSTHESIS POLICY NUMBER MP-6.058 Original Issue Date (Created): 6/2/2020 Most Recent Review Date (Revised): 6/9/2020 Effective Date: 2/1/2021 POLICY PRODUCT VARIATIONS DESCRIPTION/BACKGROUND RATIONALE DEFINITIONS BENEFIT VARIATIONS DISCLAIMER CODING INFORMATION REFERENCES POLICY HISTORY I. POLICY Intraocular Lens Implant (IOL) Initial IOL Implant A standard monofocal intraocular lens (IOL) implant is medically necessary when the eye’s natural lens is absent including the following: Following cataract extraction Trauma to the eye which has damaged the lens Congenital cataract Congenital aphakia Lens subluxation/displacement A standard monofocal intraocular lens (IOL) implant is medically necessary for anisometropia of 3 diopters or greater, and uncorrectable vision with the use of glasses or contact lenses. Premium intraocular lens implants including but not limited to the following are not medically necessary for any indication, including aphakia, because each is intended to reduce the need for reading glasses. Presbyopia correcting IOL (e.g., Array® Model SA40, ReZoom™, AcrySof® ReStor®, TECNIS® Multifocal IOL, Tecnis Symfony and Tecnis SymfonyToric, TRULIGN, Toric IO, Crystalens Aspheric Optic™) Astigmatism correcting IOL (e.g., AcrySof IQ Toric IOL (Alcon) and Tecnis Toric Aspheric IOL) Phakic IOL (e.g., ARTISAN®, STAAR Visian ICL™) Replacement IOLs MEDICAL POLICY POLICY TITLE INTRAOCULAR LENSES, SPECTACLE CORRECTION AND IRIS PROSTHESIS POLICY NUMBER -
Stereo 3D (Depth) from 2D
Stereo 3D (Depth) from 2D • 3D information is lost by Viewing Stereo projection. Stereograms • How do we recover 3D Autostereograms information? Depth from Stereo Image 3D Model Depth Cues Shadows: Occlusions: Shading: Size Constancy Perspective Illusions (perspective): Height in Plane: Texture Gradient: 3D from 2D + Accommodation • Accommodation (Focus) • Change in lens curvature • Eye Vengeance according to object depth. • Effective depth: 20-300 cm. • Motion. • Stereo Accommodation Eye Vergence • Change in lens curvature • Change in lens curvature according to object depth. according to object depth. • Effective depth: 20-300 cm. • Effective depth: up to 6 m. Motion: Motion: Stereo Vision • In a system with 2 cameras (eyes), 2 different images are captured. • The "disparity" between the images is larger for closer objects: 1 disp ∝ depth • "Fusion" of these 2 images gives disparities depth information. Left Right Right Eye Left Eye Right Eye Left Eye Image Separation for Stereo • Special Glasses • Red/green images with red/green glasses. • Orthogonal Polarization • Alternating Shuttering Optic System Optic System Parlor Stereo Viewer 1850 Viewmaster 1939 ViduTech 2011 Active Shutter System Red/Green Filters Anaglyphs Anaglyphs How they Work Orthogonal Polarization Orthogonal Polarization Linear Polarizers: 2 polarized projectors are used (or alternating polarization) Orthogonal Polarization Orthogonal Polarization Circular Polarizers: Circular Polarizers: Left handed Right handed Orthogonal Polarization TV and Computer Screens Polarized Glasses Circular Polarizer Glasses: Same as polarizers – but reverse light direction Left handed Right handed Glasses Free TV and Glasses Free TV and Computer Screens Computer Screens Parallax Stereogram Parallax Stereogram Parallax Barrier display Uses Vertical Slits Blocks part of screen from each eye Glasses Free TV and Glasses Free TV and Computer Screens Computer Screens Lenticular lens method Lenticular lens method Uses lens arrays to send different Image to each eye. -
A Review and Selective Analysis of 3D Display Technologies for Anatomical Education
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2018 A Review and Selective Analysis of 3D Display Technologies for Anatomical Education Matthew Hackett University of Central Florida Part of the Anatomy Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Hackett, Matthew, "A Review and Selective Analysis of 3D Display Technologies for Anatomical Education" (2018). Electronic Theses and Dissertations, 2004-2019. 6408. https://stars.library.ucf.edu/etd/6408 A REVIEW AND SELECTIVE ANALYSIS OF 3D DISPLAY TECHNOLOGIES FOR ANATOMICAL EDUCATION by: MATTHEW G. HACKETT BSE University of Central Florida 2007, MSE University of Florida 2009, MS University of Central Florida 2012 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Modeling and Simulation program in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2018 Major Professor: Michael Proctor ©2018 Matthew Hackett ii ABSTRACT The study of anatomy is complex and difficult for students in both graduate and undergraduate education. Researchers have attempted to improve anatomical education with the inclusion of three-dimensional visualization, with the prevailing finding that 3D is beneficial to students. However, there is limited research on the relative efficacy of different 3D modalities, including monoscopic, stereoscopic, and autostereoscopic displays. -
A Novel Walk-Through 3D Display
A Novel Walk-through 3D Display Stephen DiVerdia, Ismo Rakkolainena & b, Tobias Höllerera, Alex Olwala & c a University of California at Santa Barbara, Santa Barbara, CA 93106, USA b FogScreen Inc., Tekniikantie 12, 02150 Espoo, Finland c Kungliga Tekniska Högskolan, 100 44 Stockholm, Sweden ABSTRACT We present a novel walk-through 3D display based on the patented FogScreen, an “immaterial” indoor 2D projection screen, which enables high-quality projected images in free space. We extend the basic 2D FogScreen setup in three ma- jor ways. First, we use head tracking to provide correct perspective rendering for a single user. Second, we add support for multiple types of stereoscopic imagery. Third, we present the front and back views of the graphics content on the two sides of the FogScreen, so that the viewer can cross the screen to see the content from the back. The result is a wall- sized, immaterial display that creates an engaging 3D visual. Keywords: Fog screen, display technology, walk-through, two-sided, 3D, stereoscopic, volumetric, tracking 1. INTRODUCTION Stereoscopic images have captivated a wide scientific, media and public interest for well over 100 years. The principle of stereoscopic images was invented by Wheatstone in 1838 [1]. The general public has been excited about 3D imagery since the 19th century – 3D movies and View-Master images in the 1950's, holograms in the 1960's, and 3D computer graphics and virtual reality today. Science fiction movies and books have also featured many 3D displays, including the popular Star Wars and Star Trek series. In addition to entertainment opportunities, 3D displays also have numerous ap- plications in scientific visualization, medical imaging, and telepresence. -
Lenticular Printing - Wikipedia, the Free Encyclopedia
Lenticular printing - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Lenticular_printing Lenticular printing From Wikipedia, the free encyclopedia Lenticular printing is a technology in which a lenticular lens is used to produce images with an illusion of depth, or the ability to change or move as the image is viewed from different angles. Examples of lenticular printing include prizes given in Cracker Jack snack boxes that showed flip and animation effects such as winking eyes, and modern airport advertising graphics that change their message depending on the viewing angle. This technology was created in the 1940s but has evolved in recent years to show more motion and increased depth. Originally used mostly in novelty items, lenticular prints are now being used as a marketing tool to show products in motion. Recent advances in large- format presses have allowed for oversized lenses to be used in lithographic lenticular printing.[1] Contents 1 Process 2 How it works 3 Types of lenticular prints 4 History of lenticular image technology 5 Manufacturing process 5.1 Printing 5.1.1 Ink composition 5.1.1.1 Pigments 5.1.1.2 Prepolymers 5.1.1.3 Photoinitiators 5.1.1.4 Monomers (diluents) 5.1.1.5 Additives and inhibitors 5.1.2 Water wetting 5.1.3 UV curing 5.2 Defects 5.2.1 Design defects 5.2.2 Prepress defects 5.2.3 Printing defects 5.2.4 Cutting defects 6 See also 7 Notes and references 8 External links Process 1 of 10 12/28/08 6:43 PM Lenticular printing - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Lenticular_printing Lenticular printing is a multi-step process consisting of creating a lenticular image from at least two existing images, and combining it with a lenticular lens. -
State-Of-The-Art in Holography and Auto-Stereoscopic Displays
State-of-the-art in holography and auto-stereoscopic displays Daniel Jönsson <Ersätt med egen bild> 2019-05-13 Contents Introduction .................................................................................................................................................. 3 Auto-stereoscopic displays ........................................................................................................................... 5 Two-View Autostereoscopic Displays ....................................................................................................... 5 Multi-view Autostereoscopic Displays ...................................................................................................... 7 Light Field Displays .................................................................................................................................. 10 Market ......................................................................................................................................................... 14 Display panels ......................................................................................................................................... 14 AR ............................................................................................................................................................ 14 Application Fields ........................................................................................................................................ 15 Companies ................................................................................................................................................. -
Dr. Juan Carlos Jácome Fernández
Title CAPTURING OF 3D CONTENT USING A SINGLE APERTURE CAMERA Name: Dr. Juan Carlos Jácome Fernández This is a digitised version of a dissertation submitted to the University of Bedfordshire. It is available to view only. This item is subject to copyright. CAPTURING OF 3D CONTENT USING A SINGLE APERTURE CAMERA By Juan Carlos Jácome Fernández A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of Philosophy October 2017 Abstract Integral imaging has recently re-emerged as an alternative to current 3D capturing systems, providing post-production refocusing capabilities and reducing the complexity of 3D capturing systems. One of the main drawbacks of conventional plenoptic 1 integral imaging systems is the implementation of a single custom made microlens array which has a fixed focal length and a high cost/low scalability associated with. This thesis demonstrates a variable focal length microlens arrays system, which can flexibly operate within a range of various focal lengths, increase the cost-effectiveness of the integral imaging system and offers the opportunity to manipulate the main camera optical parameters without modifying the objective lens settings. To validate the proposed concept, a custom-made integral imaging camera system was designed and built (IMPERX 4K system). Based on the results obtained from two initial optical simulations, software simulation and mathematical model; the suitable microlens arrays were acquired, and several experiments were performed to establish the feasibility of a variable focal length microlens arrays system. The results obtained show the proposed system performed as expected. The variable focal length system represents an ideal method to control microlens focal length, as it offers a higher microlens count, without a dedicated electronic system, whose performance is not susceptible to temperature-pressure changes and can operate in real-time as it does not require downtimes to re-adjust. -
Distributed Rendering for Multiview Parallax Displays
Distributed Rendering for Multiview Parallax Displays Annen T.a, Matusik W.b, P¯ster H.b, Seidel H-P.a, Zwicker M.c aMPI, SaarbrucÄ ken, Germany bMERL, Cambridge, MA, USA cMIT, Cambridge, MA, USA ABSTRACT 3D display technology holds great promise for the future of television, virtual reality, entertainment, and visual- ization. Multiview parallax displays deliver stereoscopic views without glasses to arbitrary positions within the viewing zone. These systems must include a high-performance and scalable 3D rendering subsystem in order to generate multiple views at real-time frame rates. This paper describes a distributed rendering system for large-scale multiview parallax displays built with a network of PCs, commodity graphics accelerators, multiple projectors, and multiview screens. The main challenge is to render various perspective views of the scene and assign rendering tasks e®ectively. In this paper we investigate two di®erent approaches: Optical multiplexing for lenticular screens and software multiplexing for parallax-barrier displays. We describe the construction of large- scale multi-projector 3D display systems using lenticular and parallax-barrier technology. We have developed di®erent distributed rendering algorithms using the Chromium stream-processing framework and evaluate the trade-o®s and performance bottlenecks. Our results show that Chromium is well suited for interactive rendering on multiview parallax displays. Keywords: Multiview Parallax Displays, Distributed Rendering, Software/Optical Multiplexing, Automatic Calibration 1. INTRODUCTION For more than a century, the display of true three-dimensional images has inspired the imagination and ingenu- ity of engineers and inventors. Ideally, such 3D displays provide stereopsis (i.e., binocular perception of depth), kineopsis (i.e., depth perception from motion parallax), and accommodation (i.e., depth perception through fo- cusing). -
Review of Stereoscopic 3D Glasses for Gaming
ISSN: 2278 – 1323 International Journal of Advanced Research in Computer Engineering & Technology (IJARCET) Volume 5, Issue 6, June 2016 Review of Stereoscopic 3D Glasses for Gaming Yogesh Bhimsen Joshi, Avinash Gautam Waywal sound cards and CD-ROMs had the multimedia Abstract— Only a decade ago, watching in 3-D capability. meant seeing through a pair of red and blue glasses. Early 3D games such as Alpha Waves, Starglider 2 It was really great at first sight, but 3-D technology began with flat-shaded graphics and then has been moving on. Scientists have been aware of progressed with simple forms of texture mapping how human vision works and current generation of such as in Wolfenstein 3D. computers are more powerful than ever before. In the early 1990s, the most popular method of Therefore, most of the computer users are familiar with 3-D games. Back in the '90s, most of the publishing games for smaller developers was enthusiasts were amazed by the game Castle shareware distribution, including then-fledgling Wolfenstein 3D, which took place in a maze-like companies such as Apogee which is now branded as castle, which was existed in three dimensions. 3D Realms, Epic MegaGames (now known as Epic Nowadays, gamers can enjoy even more complicated Games), and id Software. It enabled consumers the graphics with the available peripherals. This paper opportunity to try a trial portion of the game, which gives an overview of this 3-D Gaming technology and was restricted to complete first section or an episode various gaming peripherals. This paper will also of full version of the game, before purchasing it. -
Dolby 3D for Glasses-Free TV and Devices — Preliminary Table of Contents
WHITE PAPER — PRELIMINARY Dolby® 3D for Glasses-Free TV and Devices Overview Three-dimensional television (3D TV) offers tremendous market potential, but up to now, the annoyance of the required glasses has limited consumer viewing and slowed adoption. The real future of consumer 3D as an everyday experience that can truly tap into the market lies with glasses-free viewing. While the industry as a whole acknowledges this, glasses-free technology to date has had its own problems, generally suffering from restricted viewing positions and distracting visual artifacts. Dolby® 3D changes that. It is a collection of processing and coding techniques brought to market through a collaboration between Dolby and Philips. The companies recently presented the Dolby 3D suite of innovative technologies to the public, garnering industry awards and accolades. 3D content is consumed from a variety of sources such as packaged media, broadcasts, and over the top (OTT) streaming. It is viewed on a variety of devices, increasingly including display devices equipped with advanced optical lenses that enable glasses-free viewing. When the Dolby 3D suite of technologies is implemented in devices along the path that 3D content takes to glasses-free 3D displays, Dolby ensures that the viewer’s experience will surpass any previous 3D TV experience. The underlying architectures of these devices must accommodate the complexities of Dolby 3D processing specifications, which are key to ensuring that 3D perception consistently meets the expectations of sophisticated consumers. But what is this underlying technology? How is it feasible in architectures prevalent today? When will all the pieces of the ecosystem come together? This white paper answers these questions in depth.