Stereoscopy: Submitted By-Saumya Tripathi 2K7/ME/304
Stereoscopy: Submitted By-Saumya Tripathi 2K7/ME/304
Stereoscopy: Submitted By-Saumya Tripathi 2K7/ME/304
Submitted To-
Submitted By-
Saumya Tripathi
2K7/ME/304
INTRODUCTION
Visual requirements
Anatomically, there are 3 levels of binocular vision required to view stereo images:
Simultaneous perception
Fusion (binocular 'single' vision)
Stereopsis
These functions develop in early childhood. Some people who have strabismus disrupt
the development of stereopsis, however orthoptics treatment can be used to
improve binocular vision. A person's stereoacuity determines the minimum image
disparity they can perceive as depth. Above three are explained as under.
Characteristics
Little or no additional image processing is required. Under some circumstances, such as
when a pair of images is presented for crossed or diverged eye viewing, no device or
additional optical equipment is needed.
The principal advantages of side-by-side viewers is that there is no diminution of
brightness so images may be presented at very high resolution and in full spectrum
color. The ghosting associated with polarized projection or when color filtering is used is
totally eliminated. The images are discretely presented to the eyes and visual center of
the brain, with no co-mingling of the views. The recent advent of flat screens and
"software stereoscopes" has made larger 3D digital images practical in this side by side
mode, which hitherto had been used mainly with paired photos in print form.
Freeviewing
Freeviewing is viewing a side-by-side image without using a viewer.
The parallel view method uses two images not more than 65mm between
corresponding image points; this is the average distance between the two eyes.
The viewer looks through the image while keeping the vision parallel; this can be
difficult with normal vision since eye focus and binocular convergence normally
work together.
The cross-eyed view method uses the right and left images exchanged and
views the images cross-eyed with the right eye viewing the left image and vice-
versa.
The user typically wears a helmet or glasses with two small LCD or OLED displays with
magnifying lenses, one for each eye. The technology can be used to show stereo films,
images or games, but it can also be used to create a virtual display. Head-mounted
displays may also be coupled with head-tracking devices, allowing the user to "look
around" the virtual world by moving their head, eliminating the need for a separate
controller. Performing this update quickly enough to avoid inducing nausea in the user
requires a great amount of computer image processing. If six axis position sensing
(direction and position) is used then wearer may move about within the limitations of the
equipment used. Owing to rapid advancements in computer graphics and the continuing
miniaturization of video and other equipment these devices are beginning to become
available at more reasonable cost.
3D glasses
There are two categories of 3D glasses technology, active and passive. Active glasses
have electronics which interact with a display.
Active
Liquid crystal shutter glasses
The Red Eye Method reduces the ghosting caused by the slow decay of the green and
blue P22-type phosphors typically used in conventional CRT monitors. This method
relies solely on the red component of the RGB image being displayed, with the green
and blue component of the image being suppressed.
Passive
To present a stereoscopic motion picture, two images are projected superimposed onto
the same screen through orthogonal polarizing filters. It is best to use a silver screen so
that polarization is preserved. The projectors can receive their outputs from a computer
with a dual-head graphics card. The viewer wears low-cost eyeglasses which also
contain a pair of orthogonal polarizing filters. As each filter only passes light which is
similarly polarized and blocks the orthogonally polarized light, each eye only sees one
of the images, and the effect is achieved. Linearly polarized glasses require the viewer
to keep his head level, as tilting of the viewing filters will cause the images of the left
and right channels to bleed over to the opposite channel – therefore, viewers learn very
quickly not to tilt their heads. In addition, since no head tracking is involved, several
people can view the stereoscopic images at the same time.
To present a stereoscopic motion picture, two images are projected superimposed onto
the same screen through circular polarizing filters of opposite handedness. The viewer
wears low-cost eyeglasses which contain a pair of analyzing filters (circular polarizers
mounted in reverse) of opposite handedness. Light that is left-circularly polarized is
extinguished by the right-handed analyzer, while right-circularly polarized light is
extinguished by the left-handed analyzer. The result is similar to that of steroscopic
viewing using linearly polarized glasses, except the viewer can tilt his or her head and
still maintain left/right separation.
The RealD Cinema system uses an electronically driven circular polarizer, mounted in
front of the projector and alternating between left- and right- handedness, in sync with
the left or right image being displayed by the (digital) movie projector. The audience
wears passive circularly polarized glasses.
Infitec glasses
Infitec stands for interference filter technology. Special interference filters in the glasses
and in the projector form the main item of technology and have given it this name. The
filters divide the visible color spectrum into six narrow bands - two in the red region, two
in the green region, and two in the blue region (called R1, R2, G1, G2, B1 and B2 for
the purposes of this description). The R1, G1 and B1 bands are used for one eye
image, and R2, G2, B2 for the other eye. The human eye is largely insensitive to such
fine spectral differences so this technique is able to generate full-color 3D images with
only slight colour differences between the two eyes.[7] Sometimes this technique is
described as a "super-anaglyph" because it is an advanced form of spectral-
multiplexing which is at the heart of the conventional anaglyph technique.
Dolby uses a form of this technology in its Dolby 3D theatres.
Complementary color anaglyphs employ one of a pair of complementary color filters for
each eye. The most common color filters used are red and cyan.
Employing tristimulus theory, the eye is sensitive to three primary colors, red, green,
and blue. The red filter admits only red, while the cyan filter blocks red, passing blue
and green (the combination of blue and green is perceived as cyan). If a paper viewer
containing red and cyan filters is folded so that light passes through both, the image will
appear black. Another recently introduced form employs blue and yellow filters. (Yellow
is the color perceived when both red and green light passes through the filter.)
Anaglyph images have seen a recent resurgence because of the presentation of images
on the Internet. Where traditionally, this has been a largely black & white format, recent
digital camera and processing advances have brought very acceptable color images to
the internet and DVD field. With the online availability of low cost paper glasses with
improved red-cyan filters, and plastic framed glasses of increasing quality, the field of
3D imaging is growing quickly. Scientific images where depth perception is useful
include, for instance, the presentation of complex multi-dimensional data sets and
stereographic images of the surface of Mars. With the recent release of 3D DVDs, they
are more commonly being used for entertainment. Anaglyph images are much easier to
view than either parallel sighting or crossed eye stereograms, although these types do
offer more bright and accurate color rendering, most particularly in the red component,
which is commonly muted or desaturated with even the best color anaglyphs. A
compensating technique, commonly known as Anachrome, uses a slightly more
transparent cyan filter in the patented glasses associated with the technique.
Processing reconfigures the typical anaglyph image to have less parallax to obtain a
more useful image when viewed without filters.
Compensating diopter glasses for red-green method
Simple sheet or uncorrected molded glasses do not compensate for the 250 nanometer
difference in the wave lengths of the red-cyan filters. With simple glasses, the red filter
image can be blurry when viewing a close computer screen or printed image since the
retinal focus differs from the cyan filtered image, which dominates the eyes' focusing.
Better quality molded plastic glasses employ a compensating differential diopter power
to equalize the red filter focus shift relative to the cyan. The direct view focus on
computer monitors has been recently improved by manufacturers providing secondary
paired lenses fitted and attached inside the red-cyan primary filters of some high end
anaglyph glasses. They are used where very high resolution is required, including
science, stereo macros, and animation studio applications. They use carefully balanced
cyan (blue-green) acrylic lenses, which pass a minute percentage of red to improve skin
tone perception. Simple red/blue glasses work well with black and white, but blue filter
unsuitable for human skin in color.
ColorCode 3D
Michelle Obama and Barack Obama and their party watch the commercials using
ColorCode 3D during Super Bowl XLIII on February 1, 2009 in theWhite House theatre.
ColorCode 3D is a newer, patented stereo viewing system deployed in the 2000s that
uses amber and blue filters. Notably, unlike other anaglyph systems, ColorCode 3D is
intended to provide perceived full colour viewing with existing television and paint
mediums. One eye (left, amber filter) receives the cross-spectrum colour information
and one eye (right, blue filter) sees a monochrome image designed to give the depth
effect. The human brain ties both images together.
Images viewed without filters will tend to exhibit light-blue and yellow horizontal fringing.
The backwards compatible 2D viewing experience for viewers not wearing glasses is
improved, generally being better than previous red and green anaglyph imaging
systems, and further improved by the use of digital post-processing to minimise fringing.
The displayed hues and intensity can be subtly adjusted to further improve the
perceived 2D image, with problems only generally found in the case of extreme blue.
The blue filter is centred around 450 nm and the amber filter lets in light at wavelengths
at above 500 nm. Wide spectrum colour is possible because the amber filter lets
through light across most wavelengths in spectrum. When presented via RGB color
model televisions, the original red and green channels from the left image are combined
with a monochrome blue channel formed by averaging the right image with the
weights {r:0.15,g:0.15,b:0.7}.
Pulfrich effects
In the classic Pulfrich effect paradigm a subject views, binocularly, a pendulum swinging
perpendicular to his line of sight. When a neutral density filter (e.g., a darkened lens
-like from a pair of sunglasses) is placed in front of, say, the right eye the pendulum
appears to take on an elliptical orbit, being closer as it swings toward the right and
farther as it swings toward the left.
The widely accepted explanation of the apparent motion with depth is that a reduction in
retinal illumination (relative to the fellow eye) yields a corresponding delay in signal
transmission, imparting instantaneous spatial disparity to moving objects. This occurs
because the eye, and hence the brain, respond more quickly to brighter objects than to
dimmer ones.
So if the brightness of the pendulum is greater in the left eye than in the right, the retinal
signals from the left eye will reach the brain slightly ahead of those from the right eye.
This makes it seem as if the pendulum seen by the right eye is lagging behind its
counterpart in the left eye. This difference in position over time is interpreted by the
brain as motion with depth: no motion, no depth.
The ultimate effect of this, with appropriate scene composition, is the illusion of motion
with depth. Object motion must be maintained for most conditions and is effective only
for very limited "real-world" scenes.
Prismatic & self-masking crossview glasses
"Naked-eye" cross viewing is a skill that must be learned to be used.
New prismatic glasses now make cross-viewing as well as over/under-viewing easier,
and also mask off the secondary non-3D images, that otherwise show up on either side
of the 3D image. The most recent low-cost glasses mask the images down to one per
eye using integrated baffles. Images or video frames can be displayed on a new
widescreen HD or computer monitor with all available area used for display.HDTV wide
format permits excellent color and sharpness. Cross viewing provides true "ghost-free
3D" with maximum clarity, brightness and color range, as does the stereopticon and
stereoscope viewer with the parallel approach and the KMQ viewer with the over/under
approach. The potential depth and brightness is maximized. A recent cross converged
development is a new variant wide format that uses a conjoining of visual information
outside of the regular binocular stereo window. This allows an efficient seamless visual
presentation in true wide-screen, more closely matching the focal range of the human
eyes.
Lenticular prints
Lenticular printing is a technique by which one places an array of lenses, with a texture
much like corduroy, over a specially made and carefully aligned print such that different
viewing angles will reveal different image slices to each eye, producing the illusion of
three dimensions, over a certain limited viewing angle. This can be done cheaply
enough that it is sometimes used on stickers, album covers, etc. It is the classic
technique for 3D postcards.
This method, possibly the simplest stereogram viewing technique, is to simply alternate
between the left and right images of a stereogram. In a web browser, this can easily be
accomplished with an animated .gif image, flash applet or a specialized java applet.
Most people can get a crude sense of dimensionality from such images, due to parallax.
Closing one eye and moving the head from side-to-side when viewing a selection of
objects helps one understand how this works. Objects that are closer appear to move
more than those further away. This effect may also be observed by a passenger in a
vehicle or low-flying aircraft, where distant hills or tall buildings appear in three-
dimensional relief, a view not seen by a static observer as the distance is beyond the
range of effective binocular vision.
Advantages of the wiggle viewing method include:
No glasses or special hardware required
Most people can "get" the effect much quicker than cross-eyed and parallel
viewing techniques
It is the only method of stereoscopic visualization for people with limited or no
vision in one eye
Disadvantages of the "wiggle" method:
Does not provide true binocular stereoscopic depth perception
Not suitable for print, limited to displays that can "wiggle" between the two
images
Difficult to appreciate details in images that are constantly "wiggling"
Lack of 3D illusion to those who can detect the wiggling too easily.
Most wiggle images use only two images, leading to an annoyingly jerky image. A
smoother image, more akin to a motion picture image where the camera is moved back
and forth, can be composed by using several intermediate images (perhaps with
synthetic motion blur) and longer image residency at the end images to allow inspection
of details. Another option is a shorter time between the frames of a wiggle image
through the use of an animated .png.
Although the "wiggle" method is an excellent way of previewing stereoscopic images, it
cannot actually be considered a true three-dimensional stereoscopic format. To
experience binocular depth perception as made possible with true stereoscopic formats,
each eyeball must be presented with a different image at the same time – this is not the
case with "wiggling" stereo. The apparent "stereo like effect" comes from syncing the
timing of the wiggle and the amount of parallax to the processing done by the visual
cortex. Three or five images with good parallax produce a much better effect than
simple left and right images.
Wiggling works for the same reason that a translational pan (or tracking shot) in a movie
provides good depth information: the visual cortex is able to infer distance information
from motion parallax, the relative speed of the perceived motion of different objects on
the screen. Many small animals bob their heads to create motion parallax (wiggling) so
they can better estimate distance prior to jumping. You can see this for yourself in a 3D
movie by removing the glasses during a scene where the camera is moving: the glasses
have very little additional effect at such a time.
Piku-Piku
A Piku-Piku is a new technique for viewing 3D photos on a computer screen pioneered
by 3D photo sharing site "Start 3D". Similar to a "wiggle", a Piku-Piku first converts a
stereo photo into a multiview 3D photo and then uses gentle animation to display the 3D
effect. Viewers can also stop the animation and interact with the Piku-Piku using a slider
giving the viewer control of the viewpoint. As with a "wiggle" the advantage of this
technique is that anyone can view a 3D photo on a normal screen without the need for
any special 3D display equipment.
Taking the pictures
It is necessary to take two photographs for a stereoscopic image. This can be done with
two cameras, with one camera moved quickly to two positions, or with a stereo
camera such as the Fujifilm FinePix Real 3D W1.
When using two cameras there are two prime considerations to take into account when
taking stereo pictures; How far the resulting image is to be viewed from and how far the
subject in the scene is from the two cameras.
How far you are intending to view the pictures from requires a certain separation
between the cameras. This separation is called stereo base or stereo base line and
results from the ratio of the distance to the image to the distance between your eyes.
The mean interpupillary distance (IPD) is 63 mm (about 2.5 inches), but varies with age,
race and gender. The vast majority of adults have IPDs in the range 50–75 mm. Almost
all adults are in the range 45–80 mm. The minimum IPD for children as young as five is
around 40 mm. In any case the farther you are from the screen the more the image will
pop out. The closer you are to the screen the flatter it will appear. Personal anatomical
differences can be compensated for by moving closer or farther from the screen .
For example if you are going to view a stereo image on your computer monitor from a
distance of 1000 mm you will have an eye to view ratio of 1000/63 or about 16. To set
your cameras the correct distance apart you take the distance to the subject (say a
person at a distance from the cameras of 3 metres) and divide by 16 which gives you a
stereo base of 188 mm between the cameras.
If you intend to view the stereo image from the same distance as it is captured (e.g. a
subject photographed three meters away, projected on a movie screen at a distance
from the viewer of three meters) then the stereo base separation will be the same as
the distance between the viewer's eyes (about 63 mm).
In the 1950s, stereoscopic photography regained popularity when a number of
manufacturers began introducing stereoscopic cameras to the public. The new cameras
were developed to use 135 film, which had gained popularity after the close of World
War II. Many of the conventional cameras used the film for 35 mm transparency slides,
and the new stereoscopic cameras utilized the film to make stereoscopic slides.
The Stereo Realist camera was the most popular, and the 35 mm picture format
became the standard by which other stereo cameras were designed. The stereoscopic
cameras were marketed with special viewers that allowed for the use of such slides,
which were similar to View-Master reels but offered a much larger image. With these
cameras the public could easily create their own stereoscopic memories. Although their
popularity has waned somewhat, these cameras are still in use today.
The 1980s saw a minor revival of stereoscopic photography extent when point-and-
shoot stereo cameras were introduced. These cameras suffered from poor optics and
plastic construction, so they never gained the popularity of the 1950s stereo cameras.
Over the last few years they have been improved upon and now produce good images.
The beginning of the 21st century marked the coming of the age of digital photography.
Stereo lenses were introduced which could turn an ordinary film camera into a stereo
camera by using a special double lens to take two images and direct them through a
single lens to capture them side-by-side on the film. Although current digital stereo
cameras cost thousands of dollars, cheaper models also exist, for example those
produced by the company Loreo. It is also possible to create a twin camera rig, together
with a "shepherd" device to synchronize the shutter and flash of the two cameras. By
mounting two cameras on a bracket, spaced a bit, with a mechanism to make both take
pictures at the same time. Newer cameras are even being used to shoot "step video"
3D slide shows with many pictures almost like a 3D motion picture if viewed properly. A
modern camera can take five pictures per second, with images that greatly exceed
HDTV resolution.
The side-by-side method is extremely simple to create, but it can be difficult or
uncomfortable to view without optical aids. One such aid for non-crossed images is the
modern Pokescope. Traditional stereoscopes such as the Holmes can be used as well.
Cross view technique now has the simple Perfect-Chroma cross viewing glasses to
facilitate viewing.
Imaging methods
If anything is in motion within the field of view, it is necessary to take both images at
once, either through use of a specialized two-lens camera, or by using two identical
cameras, operated as close as possible to the same moment.
A single digital camera can also be used if the subject remains perfectly still (such as an
object in a museum display). Two exposures are required. The camera can be moved
on a sliding bar for offset, or with practice, the photographer can simply shift the camera
while holding it straight and level. In practice the hand-held method works very well.
This method of taking stereo photos is sometimes referred to as the "Cha-Cha" method.
A good rule of thumb is to shift sideways 1/30th of the distance to the closest subject for
'side by side' display, or just 1/60th if the image is to be also used for color anaglyph or
anachrome image display. For example, if you are taking a photo of a person in front of
a house, and the person is thirty feet away, then you should move the camera 1 foot
between shots.
The stereo effect is not significantly diminished by slight pan or rotation between
images. In fact slight rotation inwards (also called 'toe in') can be beneficial. Bear in
mind that both images should show the same objects in the scene (just from different
angles) - if a tree is on the edge of one image but out of view in the other image, then it
will appear in a ghostly, semi-transparent way to the viewer, which is distracting and
uncomfortable. Therefore, you can either crop the images so they completely overlap,
or you can 'toe-in' the cameras so that the images completely overlap without having to
discard any of the images. However, be a little cautious - too much 'toe-in' can cause
eye strain for reasons best described here.
It is quite apparent that the future of Displays and image capturing is stereoscopic but it
is still to jump some hurdles-
As for 3D, I think the industry's best bet would be to focus on gamers. Avid gamers have
proven to be tech-savvy, deep-pocketed, and the most willing to accept the need for
step-up peripherals to enhance the gaming experience--everything from headsets to
motion controllers. Adding goggles to the mix wouldn't be too much of a stretch. Gamers
are probably the most receptive audience for 3D in the home--at least until the
electronics industry can figure out a way to deliver it without the glasses.
SOURCES
Wikipedia.
Other internet sources.
http://coolpics.911mb.com/
ABSTRACT