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- @deatabase StereoProjection
-
- @node main
- Stereoscopic projection is the technique of creating two different
- projectsion of the same scene such that one is viewed with the left
- eye, and the other is viewed with the right eye. This technology is far
- from new. It has been used for more that a century to create the
- illusion of 3D from two 2D pictures. It has been used in everything
- from children's toys to horror films. The question is often brought up
- in the many graphics programming related Usnet news groups, "How does it
- work?" I will make an attempt to answer this question in a way that
- will be both clear and useful.
-
- ===================
- @{b}Physics of the Eyes@{ub}
- ===================
-
- Nearly every human being is equiped with two eyes. They are
- generally placed about 650 mm apart. Each eye, therefore, will have a
- slightly different view of its surroundings. The brain uses this
- difference to gauge distance. For example, @{ "figure 1" system "display Articles/Stereo/figure1.ilbm" } shows that an
- individual object is at a different location in each eye's field of
- vision. While it is not totally understood how the brain does it, it is
- known that the difference between the two images is used to gauge depth.
- It is also know that a stereo pair does more to give the impression of
- depth than color cueing and size cueing put together.
-
- =========================
- @{b}Mathematics of Projection@{ub}
- =========================
-
- When a point is projected from 3D to 2D, it is essentially mapped
- from a truncated-pyramidal volume to a rectangular plane, as shown in
- @{ "figure 2a" system "display Articles/Stereo/figure2.ilbm" }. The is done as though the camera points is at the crest of
- the pyramid. This is simple enough to do, and can be done using two
- multiplies, two adds, and two divides. To create a stereo display, a
- point needs to be projected twice: once for each eye. It the eyes are
- a distance X apart, then we can model them as being at a distance of X/2
- on either side of the original camera point, as shown in @{ "figure 2b" system "display Articles/Stereo/figure2.ilbm" }. For
- a given point to be correctly projected for a given eye, it must first
- be transformed to that eye's view space. Using simple geometry, it can
- be seen that this is done by moving the point towards the other eye by a
- distance of X/2. @{"Figures 3a and 3b" system "display Articles/Stereo/figure3.ilbm" } show the left and right eye images
- generated using this method.
-
- ===============
- @{b}Stereo Hardware@{ub}
- ===============
-
- Due to the fact that, when using stereoscopic projection, each eye
- needs to see a different image, some sort of special display hardware is
- needed. Typical hardware ranges from the very cheep to the very very
- expensive. At the low-end, there is either red-green or red-blue
- filtering. This method involves covering one eye with a red filter and
- the other with either a green or a blue filter. On the screen, both
- images are displayed, but the image for the red-filter-eye is drawn in
- blue (or green), and the image for the blue-filter-eye is drawn in red.
- This way the lenses will prevent either eye from seeing the other eye's
- image. The method has a number of drawbacks, the most important one
- being that you can only use ``gray scale'' display. That is, you get
- one hue that can vary intensities.
-
- Another method, that is a bit more expensive and can be dangerous,
- is the use of shutter glasses. Anyone who owned a Sega Master System in
- the 80's know what this device is. The general pricipal behind it is
- that one eye is covered while the other eye's image is displayed. The
- obvious advantages to this method are that all available colors of the
- display can be used and that each point doesn't need to be projected
- twice pre frame, as with the red-green filters. While this may seem to
- be a very good sollution, it has its drawbacks. First of all, some sort
- of device needs to be available to sync the shutters with the video
- display. The SMS had one built in, but the Amiga does not, so some sort
- of adapter would need to be built. Typical PC adapters connect to the
- sierial port. The other problem is that there is some risk involved in
- having small pieces of plastic spinning at 60Hz less than four centemeters
- from a persons eyes!
-
- The other popular device is by far the most expensive, costing from
- $500US to $10,000US, and most complex to interface. This device is the
- head mounted display. HMD's generally contain two small LCD monitors,
- on which each eye's image is displayed. In this case some problems are
- solved, but others are introduced. The biggest problems, other than the
- prohibitive cost, are that the resolution and color capabilities of
- LCD's are very low. The display pitch of a typical LCD is so bad, that
- the user would be legally blind. The other problem is that, even the
- lightest HMD's, are very heavy to have on one's head for an extended
- period of time. The final issues are that two complete images need to
- be generated every frame and some sort of Zorro II or Zorro III card
- would be needed to interface a HMD to an Amiga.
-
- ===============
- @{b}How Sweet It Is@{ub}
- ===============
-
- In spite of all its drawbacks, stereoscopic projection can new depth
- to nearly any 3D display. The example program shows how effective
- stereoscopic projection can be, even with just the red-green glasses
- method. When used with position tracking and a head mounted display,
- stereoscopic projection can be used to create a very realistic, very
- submersive, 3D environment.
-
- In the directory @{b}:Source/Articles/StereoScopic@{ub} I have included a
- demonstration program, called @{b}stereo.lha@{ub}, that shows simple stereoscopic
- projection. The file @{b}SegaGlasses.lha@{ub} describes how to interface
- a pair of Sega shutter glasses to a PC. The other file, @{b}images.lha@{ub}
- contains several red-green images that show both how effective and how
- lacking this technique can be.
- @endnode
-
-
- @node Bibliography
- @{b}References@{ub}
-
- Aukstakalis S. and Blatner D. 1992. @{b}Silicon Mirage: The Art and
- Science of Virtual Reality@{ub}, Peachpit Press, Inc., Berkeley,
- CA.
-
- Foley, J. D. and A. van Dam, et. al. 1990. @{b}Computer Graphics
- Principles and Practice@{ub}, Addicon-Wesley, Reading, MA.
- @endnode
-