Displays: Fundamentals, Applications, and Outlook
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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. -
The Artistic & Scientific World in 8K Super Hi-Vision
17th International Display Workshops 2010 (IDW 2010) Fukuoka, Japan 1-3 December 2010 Volume 1 of 3 ISBN: 978-1-61782-701-3 ISSN: 1883-2490 Printed from e-media with permission by: Curran Associates, Inc. 57 Morehouse Lane Red Hook, NY 12571 Some format issues inherent in the e-media version may also appear in this print version. Copyright© (2010) by the Society for Information Display All rights reserved. Printed by Curran Associates, Inc. (2012) For permission requests, please contact the Society for Information Display at the address below. Society for Information Display 1475 S. Bascom Ave. Suite 114 Campbell, California 95008-4006 Phone: (408) 879-3901 Fax: (408) 879-3833 or (408) 516-8306 [email protected] Additional copies of this publication are available from: Curran Associates, Inc. 57 Morehouse Lane Red Hook, NY 12571 USA Phone: 845-758-0400 Fax: 845-758-2634 Email: [email protected] Web: www.proceedings.com TABLE OF CONTENTS VOLUME 1 KEYNOTE ADDRESS The Artistic & Scientific World in 8K Super Hi-Vision.................................................................................................................................1 Yoichiro Kawaguchi INVITED ADDRESS TAOS-TFTs : History and Perspective............................................................................................................................................................5 Hideo Hosono LCT1: PHOTO ALIGNMENT TECHNOLOGY The UV2A Technology for Large Size LCD-TV Panels .................................................................................................................................9 -
Holographic Optics for Thin and Lightweight Virtual Reality
Holographic Optics for Thin and Lightweight Virtual Reality ANDREW MAIMONE, Facebook Reality Labs JUNREN WANG, Facebook Reality Labs Fig. 1. Left: Photo of full color holographic display in benchtop form factor. Center: Prototype VR display in sunglasses-like form factor with display thickness of 8.9 mm. Driving electronics and light sources are external. Right: Photo of content displayed on prototype in center image. Car scenes by komba/Shutterstock. We present a class of display designs combining holographic optics, direc- small text near the limit of human visual acuity. This use case also tional backlighting, laser illumination, and polarization-based optical folding brings VR out of the home and in to work and public spaces where to achieve thin, lightweight, and high performance near-eye displays for socially acceptable sunglasses and eyeglasses form factors prevail. virtual reality. Several design alternatives are proposed, compared, and ex- VR has made good progress in the past few years, and entirely perimentally validated as prototypes. Using only thin, flat films as optical self-contained head-worn systems are now commercially available. components, we demonstrate VR displays with thicknesses of less than 9 However, current headsets still have box-like form factors and pro- mm, fields of view of over 90◦ horizontally, and form factors approach- ing sunglasses. In a benchtop form factor, we also demonstrate a full color vide only a fraction of the resolution of the human eye. Emerging display using wavelength-multiplexed holographic lenses that uses laser optical design techniques, such as polarization-based optical folding, illumination to provide a large gamut and highly saturated color. -
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. -
Fast-Response Switchable Lens for 3D and Wearable Displays
Fast-response switchable lens for 3D and wearable displays Yun-Han Lee, Fenglin Peng, and Shin-Tson Wu* CREOL, The College of Optics and Photonics, University of Central Florida, Orlando, Florida 32816, USA *[email protected] Abstract: We report a switchable lens in which a twisted nematic (TN) liquid crystal cell is utilized to control the input polarization. Different polarization state leads to different path length in the proposed optical system, which in turn results in different focal length. This type of switchable lens has advantages in fast response time, low operation voltage, and inherently lower chromatic aberration. Using a pixelated TN panel, we can create depth information to the selected pixels and thus add depth information to a 2D image. By cascading three such device structures together, we can generate 8 different focuses for 3D displays, wearable virtual/augmented reality, and other head mounted display devices. ©2016 Optical Society of America OCIS codes: (230.3720) Liquid-crystal devices; (080.3620) Lens system design. References and links 1. O. Cakmakci and J. Rolland, “Head-worn displays: a review,” J. Display Technol. 2(3), 199–216 (2006). 2. B. Furht, Handbook of Augmented Reality (Springer, 2011). 3. H. Ren and S. T. Wu, Introduction to Adaptive Lenses (Wiley, 2012). 4. K. Akeley, S. J. Watt, A. R. Girshick, and M. S. Banks, “A stereo display prototype with multiple focal distances,” ACM Trans. Graph. 23(3), 804–813 (2004). 5. S. Liu and H. Hua, “A systematic method for designing depth-fused multi-focal plane three-dimensional displays,” Opt. Express 18(11), 11562–11573 (2010). -
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. -
Advance Program 2018 Display Week International Symposium
ADVANCE PROGRAM 2018 DISPLAY WEEK INTERNATIONAL SYMPOSIUM May 22-25, 2018 (Tuesday – Friday) Los Angeles Convention Center Los Angeles, California, US Session 1: Annual SID Business Meeting Tuesday, May 22 / 8:00 – 8:20 am / Concourse Hall 151-153 Session 2: Opening Remarks / Keynote Addresses Tuesday, May 22 / 8:20 – 10:20 am / Concourse Hall 151-153 Chair: Cheng Chen, Apple, Inc., Cupertino, CA, US 2.1: Keynote Address 1: Deqiang Zhang, Visionox 2.2: Keynote Address 2: Douglas Lanman, Oculus 2.3: Keynote Address 3: Hiroshi Amano, Nagoya University Session 3: AR/VR I: Display Systems (AI and AR & VR / Display Systems / Emerging Technologies and Applications) Tuesday, May 22, 2018 / 11:10 am - 12:30 pm / Room 515A Chair: David Eccles, Rockwell Collins Co-Chair: Vincent Gu, Apple, Inc. 3.1: Invited Paper: VR Standards and Guidelines Matthew Brennesholtz, Brennesholtz Consulting, Pleasantville, NY, US 3.2: Distinguished Paper: An 18 Mpixel 4.3-in. 1443-ppi 120-Hz OLED Display for Wide-Field-of-View High-Acuity Head-Mounted Displays Carlin Vieri, Google LLC, Mountain View, CA, US 3.3: Distinguished Student Paper: Resolution-Enhanced Light-Field Near-to-Eye Display Using E-Shifting with an Birefringent Plate Kuei-En Peng, National Chiao Tung University, Hsinchu, Taiwan, ROC 3.4: Doubling the Pixel Density of Near-to-Eye Displays Tao Zhan, College of Optics and Photonics, University of Central Florida, Orlando, FL, US 3.5: RGB Superluminescent Diodes for AR Microdisplays Marco Rossetti, Exalos AG, Schlieren, Switzerland Session 4: Quantum-Dot -
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 ................................................................................................................................................. -
Digital 3DTV
Digital 3DTV Alexey Polyakov The advent of the digital 3DTV era is a fait accompli. The question is: how is it going to develop in the future? Currently the Standard definition(SD) TV is being changed into High definition(HD) TV. As you know, quantitative changes tend to transform into qualitative ones. Many observers believe that the next quantum leap will be the emergence of 3D TV. They predict that such TV will appear within a decade. In this article I will explain how it is possible to create stereoscopic video systems using commercial devices. Brief historical retrospective The following important stages can be singled out in the history of TV and digital video development: 1—black and white TV – image brightness is transmitted. 2 – colored TV – image brightness and color components are transmitted. From the data volume perspective, adding color is a quantitative change. From the viewer perspective, it is a qualitative change. 3 – digital video emergence (Video CD, DVD) – a qualitative change from the data format perspective. 4 – HD digital video and TV (Blu-Ray, HDTV) – from the data volume perspectiveit is a quantitative change. However, exactly the same components are transmitted: brightness and color. Specialists and viewers have been anticipating for the change that had been predicted by sci-fi writers long ago, - 3D TV emergency. For a long time data volume was a bottleneck preventing stereoscopic video demonstration as the existing media couldn’t transmit it. Digital TV enabled to transmit enough data and became the basis for a number of devices that helped to realize 3D visualization. -
The Role of Focus Cues in Stereopsis, and the Development of a Novel Volumetric Display
The role of focus cues in stereopsis, and the development of a novel volumetric display by David Morris Hoffman A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Vision Science in the GRADUATE DIVISION of the UNIVERSITY OF CALIFORNIA, BERKELEY Committee in charge: Professor Martin S. Banks, Chair Professor Austin Roorda Professor John Canny Spring 2010 1 Abstract The role of focus cues in stereopsis, and the development of a novel volumetric display by David Morris Hoffman Doctor of Philosophy in Vision Science University of California, Berkeley Professor Martin S. Banks, Chair Typical stereoscopic displays produce a vivid impression of depth by presenting each eye with its own image on a flat display screen. This technique produces many depth signals (including disparity) that are consistent with a 3-dimensional (3d) scene; however, by using a flat display panel, focus information will be incorrect. The accommodation distance to the simulated objects will be at the screen distance, and blur will be inconsistent with the simulated depth. In this thesis I will described several studies investigating the importance of focus cues for binocular vision. These studies reveal that there are a number of benefits to presenting correct focus information in a stereoscopic display, such as making it easier to fuse a binocular image, reducing visual fatigue, mitigating disparity scaling errors, and helping to resolve the binocular correspondence problem. For each of these problems, I discuss the theory for how focus cues could be an important factor, and then present psychophysical data showing that indeed focus cues do make a difference. -
Development of a Real 3D Display System
2020 IEEE 20th International Conference on Software Quality, Reliability and Security Companion (QRS-C) Development of A Real 3D Display System Chong Zeng Weihua Li Hualong Guo College of Mathematics and College of Mathematics and College of Mathematics and information Engineering information Engineering information Engineering Longyan University Longyan University Longyan University Longyan, China Longyan, China Longyan, China Tung-lung Wu School of Mechanical and Automotive Engineering Dennis Bumsoo Kim Zhaoqing University College of Mathematics and information Engineering Zhaoqing, China Longyan University Longyan, China Abstract—This paper introduces a three-dimensional light achieve high fidelity of the reproduced objects by recording field display system, which is composed of a high-speed total object information on the phase, the amplitude, and the projector, a directional scattering mirror, a circular stainless- intensity at each point in the light wave [4]. steel bearing plate, a rotating shaft and a high-speed micro motor. The system reduces information redundancy and Recently, Cambridge Enterprise invented a novel 360e computational complexity by reconstructing the light intensity 3D light-field capturing and display system which can have distribution of the observed object, thus generating a real three- applications in gaming experiences, an enhanced reality and dimensional suspended image. The experimental results show autonomous vehicle infotainment and so on [5]. Motohiro et that the suspension three-dimensional image can be generated al. presented an interactive 360-degree tabletop display system by properly adjusting the projection rate of the image and the for collaborative works around a round table so that users rotation speed of the rotating mirror (i.e. -
Screen Genealogies Screen Genealogies Mediamatters
media Screen Genealogies matters From Optical Device to Environmental Medium edited by craig buckley, Amsterdam University rüdiger campe, Press francesco casetti Screen Genealogies MediaMatters MediaMatters is an international book series published by Amsterdam University Press on current debates about media technology and its extended practices (cultural, social, political, spatial, aesthetic, artistic). The series focuses on critical analysis and theory, exploring the entanglements of materiality and performativity in ‘old’ and ‘new’ media and seeks contributions that engage with today’s (digital) media culture. For more information about the series see: www.aup.nl Screen Genealogies From Optical Device to Environmental Medium Edited by Craig Buckley, Rüdiger Campe, and Francesco Casetti Amsterdam University Press The publication of this book is made possible by award from the Andrew W. Mellon Foundation, and from Yale University’s Frederick W. Hilles Fund. Cover illustration: Thomas Wilfred, Opus 161 (1966). Digital still image of an analog time- based Lumia work. Photo: Rebecca Vera-Martinez. Carol and Eugene Epstein Collection. Cover design: Suzan Beijer Lay-out: Crius Group, Hulshout isbn 978 94 6372 900 0 e-isbn 978 90 4854 395 3 doi 10.5117/9789463729000 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) All authors / Amsterdam University Press B.V., Amsterdam 2019 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book.