Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
3DTV and 3D Movie Technology Selected Articles 1996-2016 2nd ed 599p(2017)
…
4 pages
1 file
These comments apply to all types of displays, but especially to CRT’s (tube type TV’s and monitors), DLP TV’s and projectors and to the new LED Backlit LCD 3DTV’s and Plasma TV’s appearing in 2010, especially when operated at 50 or 60hz with field sequential 3D input from standard definition DVD’s or PC’s or with a downconverter from 3D BluRay or broadcast. This article has now been published in a revised version in ebook and printed versions https://www.amazon.com/3DTV-3D-Movie-Technology-1996-2017-ebook/dp/B0723GVVJ9 . As with all sites, the archives of 3DTV Corporation may be viewed on the wayback machine at https://web.archive.org/web/*/http://3dmagic.com and it’s mirror https://web.archive.org/web/*/http://3dtv.jp
3DTV Corporation has a variety ofnew products for stereoscopic computer graphics and video. There are inexpensive kits for frame sequential graphics on virtually every computer platform. A system for IBM PC compatibles has a 3DROM with games, animations, photos, tools, information, and a user configurable interface for parallel or serial ports with passthrough, status LED's and ajack for 3 new varieties of LCD shutter glasses.
Low cost stereoscopic virtual reality hardware interfacing with nearly any computer and stereoscopic software running on any PC is described. Both are user configurable for serial or parallel ports. Stereo modeling, rendering, and interaction via gloves or 6D mice are provided. Low cost LCD Visors and external interfaces represent a breakthrough in convenience and price/performance.
3DTV and 3D Movie Technology Selected Articles 1996-2016 2nd ed 599p(2017)
Following some comments on the nature of stereo perception as it relates to stereo video displays, a number of areas of interest are briefly reviewed and accompanied by extensive citations and rare illustrations from the patent and technical literature. These include single camera(70 refs.) and dual camera(100 refs.) stereoscopy, compatible 3D recording and transmission(57 refs.), head mounted displays(85 refs.), field sequential stereo(285 refs.), and autostereoscopic systems including lenticular(64 refs.), parallax barrier(22 refs.), stereoptiplexer(17 refs.), integral imaging(24 refs.), direction selective mirrors, lenses or screens(26 refs.), volumetric displays(133 refs.), holovision(13 refs.), stereoendoscopy(14 refs.),and stereosculpting(15 refs.). Interfaces for stereo graphics and the interaction of stereo video and stereo graphics are also discussed. This article has now been published in a revised version in ebook and printed versions https://www.amazon.com/3DTV-3D-Movie-Technology-1996-2017-ebook/dp/B0723GVVJ9 . As with all sites, the archives of 3DTV Corporation may be viewed on the wayback machine at https://web.archive.org/web/*/http://3dmagic.com and it’s mirror https://web.archive.org/web/*/http://3dtv.jp
3DTV and 3D Movie Technology Selected Articles 1996-2016 2nd ed 599p(2017)
Interest in 3D has never been greater. The amount of research and development on 3D photographic, motion picture and television systems is staggering. Over 1000 patent applications have been filed in these areas in the last ten years. There are also hundreds of technical papers and many unpublished projects. I have worked with numerous systems for 3D video and 3D graphics over the last 20 years and have years developed and marketed many products. In order to give some historical perspective I'll start with an account of my 1985 visit to Exposition 85 in Tsukuba, Japan, I spent a month in Japan visiting with 3D researchers and attending the many 3D exhibits at the Tsukuba Science Exposition. The exposition was one of the major film and video events of the century, with a good chunk of its 2 1/2 billion dollar cost devoted to state of the art audiovisual systems in more than 25 pavilions. There was the world's largest IMAX screen, Cinema-U (a Japanese version of IMAX), OMNIMAX (a dome projection version of IMAX using fisheye lenses) in 3D, numerous 5, 8 and 10 perforation 70mm systems-several with fisheye lens projection onto domes and one in 3D, single, double and triple 8 perforation 35mm systems, live high definition (1125 line) TV viewed on HDTV sets and HDTV video projectors (and played on HDTV video discs and VTR's), and giant outdoor video screens culminating in Sony's 30 meter diagonal Jumbotron (also presented in 3D). Included in the 3D feast at the exposition were four 3D movie systems, two 3DTV systems (one without glasses), a 3D slide show, a Pulfrich demonstration (synthetic 3D created by a dark filter in front of one eye), about 100 holograms of every type, size and quality (the Russian's were best), and 3D slide sets, lenticular prints and embossed holograms for purchase. Most of the technology, from a robot that read music and played the piano to the world's largest tomato plant, was developed in Japan in the two years before the exposition, but most of the 3D hardware and software was the result of collaboration between California and Japan. It was the chance of a lifetime to compare practically all of the state of the art 2D and 3D motion picture and video systems, tweaked to perfection and running 12 hours a day, seven days a week. After describing the systems at Tsukuba, I will survey some of the recent work elsewhere in the world and suggest likely developments during the next decade. This article has now been published in a revised version in ebook and printed versions https://www.amazon.com/3DTV-3D-Movie-Technology-1996-2017-ebook/dp/B0723GVVJ9 . As with all sites, the archives of 3DTV Corporation may be viewed on the wayback machine at https://web.archive.org/web/*/http://3dmagic.com and it’s mirror https://web.archive.org/web/*/http://3dtv.jp
Virtual Environments, 2007
We present a novel stereoscopic projection system. It combines all the advantages of modern single-chip DLP technology -attractive price, great brightness, high contrast, superior resolution and color quality -with those of active stereoscopy: invariance to the orientation of the user and an image separation of nearly 100%. With a refresh rate of 60 Hz per eye (120 Hz in total) our system is flicker-free even for sensitive users. The system permits external projector synchronisation which allows to build up affordable stereoscopic multi-projector systems, e.g., for immersive visualisation.
In this paper, I propose a new type of multi‐function controlling integrated circuit (IC) for full resolution time sequential 3D display with light‐emitting diode (LED) strobe backlight signal processing and optical shutter glasses. Each shutter is synchronized to block the unwanted image and transmit the wanted image. 120Hz liquid‐crystal display (LCD) and an LED dynamic backlight are used to implement a multi‐viewer time multiplexed 3D display. The scanning or the strobe of the dynamic LED backlight is driven by the same vertical synchronization signal. Testing results of the proposed dynamic backlight are presented and compared with results obtained by the traditional backlight type.
3D display technologies improve perception and interaction with 3D scenes, and hence can make applications more effective and efficient. This is achieved by simulating depth cues used by the human visual system for 3D perception. The type of employed depth cues and the characteristics of a 3D display technology affect its usability for different applications. In this paper we review, analyze and categorize 3D display technologies and applications, with the goal of assisting application developers in selecting and exploiting the most suitable technology.
International Conference in Central Europe on Computer Graphics and Visualization, 2004
The levels of immersion and presence felt by users in a Virtual Environment (VE) are very important factors that dictate the quality of the Virtual Reality (VR) experience. Sensori-motor systems, both hardware and software, are the components of a VR system that contribute to generate the VEs and to create the feeling of being there. This paper reviews the different
2004
The levels of immersion and presence felt by users in a Virtual Environment (VE) are very important factors that dictate the quality of the Virtual Reality (VR) experience. Sensori-motor systems, both hardware and software, are the components of a VR system that contribute to generate the VEs and to create the feeling of being there. This paper reviews the different visualization hardware/software components that are at the heart of a VR system and provides means for assessing their performance in the context of various applications. Because of its historical and functional importance in the field of VR, visualization hardware is reviewed first (HMDs, VRDs, stereo glasses, CRT, LCD monitors and Plasma displays...). Then, a list of the most important insights, which should be addressed when designing and assembling a VR system, are discussed. Finally, visualization software is covered in the context of the available hardware components.
Central European Journal of Engineering, 2010
The CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the Univer...
RePEc: Research Papers in Economics, 2020
Aquitania, 2017
Las promesas incumplidas del constitucionalismo latinoamericano, 2024
Intelligent Systems with Applications, 2024
Etudes Celtiques, 2015
Revista da Faculdade de Direito UFPR
Pontifical Lateran University - Rome, 7 June 2003
Revista tiempo&economia, 2018
Polymer Science - Series B, 2010
Social Science Research Network, 2009
International Journal of Food Microbiology, 2011
Journal of Orthopaedic Surgery and Research