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Joshua Smith and Garrick Solberg CSS 552 Topics in Rendering. 3D Anaglyph stereoscopic rendering. What is Stereoscopy?. Adds “depth” to a two dimensional image via stereopsis Two planar images are rendered, one for each eye

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Joshua smith and garrick solberg css 552 topics in rendering

Joshua Smith and Garrick Solberg

CSS 552 Topics in Rendering

3D Anaglyph stereoscopic rendering


What is stereoscopy
What is Stereoscopy?

  • Adds “depth” to a two dimensional image via stereopsis

  • Two planar images are rendered, one for each eye

  • Through some method, such as color filters, the brain is tricked into believing it is seeing one image, resulting in the perception of depth


Human depth vision
Human Depth Vision

  • Our eyes see two slightly different views into the world

    • Ex: look at an object and close one eye, then switch

  • The eyes shift and rotate these views onto a point of convergence. Objects closer or farther away than this point creates parallax.


Anaglyph projection
Anaglyph Projection

  • Image corresponding to the right eye projection is displayed on one color (blue, green, or cyan)

  • Image corresponding to the left eye is displayed in red

  • Stereo glasses filter out the image an eye is not supposed to see by matching the color



Measuring positive parallax
Measuring Positive Parallax

PQ/LR = VQ/VR

VQ/VR = VM/RN

= (w – C)/w =

1 – C/w

p = D(1 – C/w)


Measuring negative parallax
Measuring Negative Parallax

PQ/LR = QV/VR

= QV/(QR-QV)

= (QV/QR)/(1 – (QV/QR))

QV/QR = VM/RN

= (C-w)/C = 1 – w/C

PQ/LR = p/D =

(1-w/C)/(w/C)

= C/w -1

p = -D(1 – C/w)



Dual camera frustrum
Dual Camera Frustrum


Dual camera frustrum1
Dual Camera Frustrum


Frustrum calculation diagram
FrustrumCalculationDiagram

top = Dnear * tan(θFOVy/2)

bottom = -top

a = raspect * Ctan(θFOVy/2)


Special considerations
Special Considerations

Eye (camera) separation

Convergence distance

Camera positions

High contrast


Eye separation
Eye Separation

Human eyes are 6.5cm apart

Less will loose information

More will create greater spatial view but harder on eyes

Images from :

http://www.cafedownloads.com/reviews/r13/3dstereo.html


Convergence
Convergence

Scale of 1/30 between observer and closes object.

Based off of the space between eyes

Equivalent to ≈ 2 meters from a window

Viewing area is both the window and the horizon.


Convergence hyper stereo
Convergence – Hyper-Stereo

Closer than 1/30th

Makes the image seem like a model

Image from:

http://www.flickriver.com/photos/ur4chun8/3529791785/


Convergence hypo stereo
Convergence Hypo-Stereo

Farther than 1/30th

Enlarges the image

Image from

http://www.flickr.com/photos/adcnj3d/5414231379/in/photostream/


High contrast
High Contrast

  • Creates "ghosts" where anaglyphs are too close/strong red and cyan spots

  • Areas with lots of red or green/blue areas will have little to no information for the corresponding eye


Types of images
Types of Images

  • Time sequential

    • Shutters close to match to left and right images on screen

  • Polarized

    • Each lens will block light polarized in the opposite direction with two images superimposed

  • Anaglyph

    • Glasses with two different colored lenses that corresponds to two images superimposed


Types of anaglyphs
Types of Anaglyphs

Type

Colors Visible

  • Red – Green

  • Red – Blue

  • Red – Cyan

  • Magenta – Cyan

  • Anachrome

  • Mirachrome

  • Trioscopic

  • Inficolor

  • ColorCode 3D

  • Monochrome

  • Monochrome

  • Bad reds good greens

  • Better than Red – Cyan

  • Bad reds

  • Bad reds

  • Better colors

  • Fuller colors

  • Almost full color

Cutesy of Wikipedia


Limitations with anaglyphs
Limitations with Anaglyphs

  • Image quality

  • High contract colors

  • Limited on what colors are displayed by lens type