Stereoscopy
Stereoscopy
(also called stereoscopics or 3D imaging) is a technique for creating or
enhancing the illusion of depth in an image by means of stereopsis for
binocular vision. The word stereoscopy derives from Greek ste?e?? (stereos),
meaning "firm, solid", and s??p?? (skopeo), meaning "to look, to
see".[2][3] Any stereoscopic image is called stereogram. Originally,
stereogram referred to a pair of stereo images which could be viewed using a
stereoscope.
Most
stereoscopic methods present two offset images separately to the left and right
eye of the viewer. These two-dimensional images are then combined in the brain
to give the perception of 3D depth. This technique is distinguished from3D
displays that display an image in three full dimensions, allowing the observer
to increase information about the 3-dimensional objects being displayed by head
and eye movements.
Background
Stereoscopy
creates the illusion of three-dimensional depth from given two-dimensional
images.[4] Human vision, including the perception of depth, is a complex
process which only begins with the acquisition of visual information taken in
through the eyes; much processing ensues within the brain, as it strives to
make intelligent and meaningful sense of the raw information provided. One of
the very important visual functions that occur within the brain as it
interprets what the eyes see is that of assessing the relative distances of
various objects from the viewer, and the depth dimension of those same
perceived objects. The brain makes use of a number of cues to determine
relative distances and depth in a perceived scene, including:[5]
• Stereopsis
• Accommodation of the eye
• Overlapping of one object by another
• Subtended visual angle of an object of
known size
• Linear perspective (convergence of
parallel edges)
• Vertical position (objects higher in
the scene generally tend to be perceived as further away)
• Haze, desaturation, and a shift to
bluishness
• Change in size of textured pattern
detail
(All the
above cues, with the exception of the first two, are present in traditional
two-dimensional images such as paintings, photographs, and television.)[6]
Stereoscopy
is the production of the illusion of depth in a photograph, movie, or other
two-dimensional image by presenting a slightly different image to each eye, and
thereby adding the first of these cues (stereopsis) as well. Both of the 2D
offset images are then combined in the brain to give the perception of 3D
depth. It is important to note that since all points in the image focus at the
same plane regardless of their depth in the original scene, the second cue,
focus, is still not duplicated and therefore the illusion of depth is
incomplete. There are also primarily two effects of stereoscopy that are
unnatural for the human vision: first, the mismatch between convergence and
accommodation, caused by the difference between an object's perceived position
in front of or behind the display or screen and the real origin of that light
and second, possible crosstalk between the eyes, caused by imperfect image
separation by some methods.
Although the
term "3D" is ubiquitously used, it is also important to note that the
presentation of dual 2D images is distinctly different from displaying an image
inthree full dimensions. The most notable difference is that, in the case of
"3D" displays, the observer's head and eye movement will not increase
information about the 3-dimensional objects being displayed. Holographic
displays or volumetric display are examples of displays that do not have this
limitation. Similar to the technology of sound reproduction, in which it is not
possible to recreate a full 3-dimensional sound field merely with two
stereophonic speakers, it is likewise an overstatement of capability to refer
to dual 2D images as being "3D". The accurate term
"stereoscopic" is more cumbersome than the common misnomer
"3D", which has been entrenched after many decades of unquestioned
misuse. Although most stereoscopic displays do not qualify as real 3D display,
all real 3D displays are also stereoscopic displays because they meet the lower
criteria as well.
Most 3D
displays use this stereoscopic method to convey images. It was first invented
by Sir Charles Wheatstone in 1838,[7][8] and improved by Sir David Brewsterwho
made the first portable 3D viewing device.[9]
Wheatstone
originally used his stereoscope (a rather bulky device)[10] with drawings
because photography was not yet available, yet his original paper seems to
foresee the development of a realistic imaging method:[11]
For the
purposes of illustration I have employed only outline figures, for had either
shading or colouring been introduced it might be supposed that the effect was
wholly or in part due to these circumstances, whereas by leaving them out of
consideration no room is left to doubt that the entire effect of relief is
owing to the simultaneous perception of the two monocular projections, one on
each retina. But if it be required to obtain the most faithful resemblances of
real objects, shadowing and colouring may properly be employed to heighten the
effects. Careful attention would enable an artist to draw and paint the two
component pictures, so as to present to the mind of the observer, in the
resultant perception, perfect identity with the object represented. Flowers,
crystals, busts, vases, instruments of various kinds, &c., might thus be
represented so as not to be distinguished by sight from the real objects
themselves.[7]
Stereoscopy
is used in photogrammetry and also for entertainment through the production of
stereograms. Stereoscopy is useful in viewing images rendered from large
multi-dimensional data sets such as are produced by experimental data. An early
patent for 3D imaging in cinema and television was granted to physicistTheodor
V. Ionescu in 1936. Modern industrial three-dimensional photography may use 3D
scanners to detect and record three-dimensional information.[12] The
three-dimensional depth information can be reconstructed from two images using
a computer by corresponding the pixels in the left and right images.[13]
Solving theCorrespondence problem in the field of Computer Vision aims to
create meaningful depth information from two images.
Visual
requirements
Anatomically,
there are 3 levels of binocular vision required to view stereo images:
1. Simultaneous perception
2. Fusion (binocular 'single' vision)
3. 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. It is believed that approximately 12% of
people are unable to properly see 3D images, due to a variety of medical
conditions.[14][15] According to another experiment up to 30% of people have very
weak stereoscopic vision preventing them from depth perception based on stereo
disparity. This nullifies or greatly decreases immersion effects of stereo to
them.[16]
Side-by-side
Traditional
stereoscopic photography consists of creating a 3D illusion starting from a
pair of 2D images, a stereogram. The easiest way to enhance depth perception in
the brain is to provide the eyes of the viewer with two different images,
representing two perspectives of the same object, with a minor deviation equal
or nearly equal to the perspectives that both eyes naturally receive in
binocular vision.
To avoid
eyestrain and distortion, each of the two 2D images should be presented to the
viewer so that any object at infinite distance is perceived by the eye as being
straight ahead, the viewer's eyes being neither crossed nor diverging. When the
picture contains no object at infinite distance, such as a horizon or a cloud,
the pictures should be spaced correspondingly closer together.
The
principal advantages of side-by-side viewers is the lack of diminution of
brightness, allowing the presentation of images at very high resolution and in
full spectrum color, simplicity in creation, and little or no additional image
processing is required. Under some circumstances, such as when a pair of images
are presented for freeviewing, no device or additional optical equipment is
needed.
The
principal disadvantage of side-by-side viewers is that large image displays are
not practical and resolution is limited by the lesser of the display medium or
human eye. This is because as the dimensions of an image are increased, either
the viewing apparatus or viewer themselves must move proportionately further
away from it in order to view it comfortably. Moving closer to an image in
order to see more detail would only be possible with viewing equipment that
adjusted to the difference.
Freeviewing
Freeviewing
is viewing a side-by-side image pair without using a viewing device.[17]
Two methods
are available to freeview:[18][19]
• The parallel viewing method uses an
image pair with the left-eye image on the left and the right-eye image on the
right. The fused three-dimensional image appears larger and more distant than
the two actual images, making it possible to convincingly simulate a life-size
scene. The viewer attempts to look through the images with the eyes
substantially parallel, as if looking at the actual scene. This can be
difficult with normal vision because eye focus and binocular convergence are
habitually coordinated. One approach to decoupling the two functions is to view
the image pair extremely close up with completely relaxed eyes, making no
attempt to focus clearly but simply achieving comfortable stereoscopic fusion
of the two blurry images by the "look-through" approach, and only then
exerting the effort to focus them more clearly, increasing the viewing distance
as necessary. Regardless of the approach used or the image medium, for
comfortable viewing and stereoscopic accuracy the size and spacing of the
images should be such that the corresponding points of very distant objects in
the scene are separated by the same distance as the viewer's eyes, but not
more; the average interocular distance is about 63 mm. Viewing much more widely
separated images is possible, but because the eyes never diverge in normal use
it usually requires some previous training and tends to cause eye strain.
• The cross-eyed viewing method swaps
the left and right eye images so that they will be correctly seen cross-eyed,
the left eye viewing the image on the right and vice versa. The fused
three-dimensional image appears to be smaller and closer than the actual
images, so that large objects and scenes appear miniaturized. This method is
usually easier for freeviewing novices. As an aid to fusion, a fingertip can be
placed just below the division between the two images, then slowly brought
straight toward the viewer's eyes, keeping the eyes directed at the fingertip;
at a certain distance, a fused three-dimensional image should seem to be
hovering just above the finger. Alternatively, a piece of paper with a small
opening cut into it can be used in a similar manner; when correctly positioned
between the image pair and the viewer's eyes, it will seem to frame a small
three-dimensional image.
Prismatic,
self-masking glasses are now being used by some cross-eyed-view advocates.
These reduce the degree of convergence required and allow large images to be
displayed. However, any viewing aid that uses prisms, mirrors or lenses to
assist fusion or focus is simply a type of stereoscope, excluded by the
customary definition of freeviewing.
Stereoscopically
fusing two separate images without the aid of mirrors or prisms while
simultaneously keeping them in sharp focus without the aid of suitable viewing
lenses inevitably requires an unnatural combination of eye vergence and
accommodation. Simple freeviewing therefore cannot accurately reproduce the
physiological depth cues of the real-world viewing experience. Different
individuals may experience differing degrees of ease and comfort in achieving
fusion and good focus, as well as differing tendencies to eye fatigue or
strain.
Autostereogram
Main
articles: Autostereogram and Random dot stereogram
An
autostereogram is a single-image stereogram (SIS), designed to create the visual
illusion of a three-dimensional (3D) scene within the human brain from an
external two-dimensional image. In order to perceive 3D shapes in these
autostereograms, one must overcome the normally automatic coordination
betweenfocusing and vergence.
Stereoscope
and stereographic cards
Main
article: Stereoscope
The
stereoscope is essentially an instrument in which two photographs of the same
object, taken from slightly different angles, are simultaneously presented, one
to each eye. A simple stereoscope is limited in the size of the image that may
be used. A more complex stereoscope uses a pair of horizontal periscope-like
devices, allowing the use of larger images that can present more detailed
information in a wider field of view.
Transparency
viewers
Main
article: Slide viewer § Stereo slide viewer
Some
stereoscopes are designed for viewing transparent photographs on film or glass,
known as transparencies ordiapositives and commonly called slides. Some of the
earliest stereoscope views, issued in the 1850s, were on glass. In the early
20th century, 45x107 mm and 6x13 cm glass slides were common formats for
amateur stereo photography, especially in Europe. In later years, several
film-based formats were in use. The best-known formats for commercially issued
stereo views on film are Tru-Vue, introduced in 1931, and View-Master,
introduced in 1939 and still in production. For amateur stereo slides, the
Stereo Realist format, introduced in 1947, is by far the most common.
Head-mounted
displays
Main
article: Head-mounted display
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.
Head-mounted
or wearable glasses may be used to view a see-through image imposed upon the
real world view, creating what is called augmented reality. This is done by
reflecting the video images through partially reflective mirrors. The real
world view is seen through the mirrors' reflective surface. Experimental
systems have been used for gaming, where virtual opponents may peek from real
windows as a player moves about. This type of system is expected to have wide
application in the maintenance of complex systems, as it can give a technician
what is effectively "x-ray vision" by combining computer graphics rendering
of hidden elements with the technician's natural vision. Additionally,
technical data and schematic diagrams may be delivered to this same equipment,
eliminating the need to obtain and carry bulky paper documents.
Augmented
stereoscopic vision is also expected to have applications in surgery, as it
allows the combination of radiographic data (CAT scans and MRI imaging) with
the surgeon's vision.
Virtual
retinal displays
Main
article: Virtual retinal display
A virtual
retinal display (VRD), also known as a retinal scan display (RSD) or retinal
projector (RP), not to be confused with a "Retina Display", is a
display technology that draws a raster image (like a television picture)
directly onto the retina of the eye. The user sees what appears to be a conventional
display floating in space in front of them. For true stereoscopy, each eye must
be provided with its own discrete display. To produce a virtual display that
occupies a usefully large visual angle but does not involve the use of
relatively large lenses or mirrors, the light source must be very close to the
eye. A contact lens incorporating one or more semiconductor light sources is
the form most commonly proposed. As of 2013, the inclusion of suitable
light-beam-scanning means in a contact lens is still very problematic, as is
the alternative of embedding a reasonably transparent array of hundreds of
thousands (or millions, for HD resolution) of accurately aligned sources of
collimated light.
3D viewers
There are
two categories of 3D viewer technology, active and passive. Active viewers have
electronics which interact with a display. Passive viewers filter constant
streams of binocular input to the appropriate eye.
Active
Shutter
systems
Main
article: Active shutter 3D system
A shutter
system works by openly presenting the image intended for the left eye while
blocking the right eye's view, then presenting the right-eye image while
blocking the left eye, and repeating this so rapidly that the interruptions do
not interfere with the perceived fusion of the two images into a single 3D
image. It generally uses liquid crystal shutter glasses. Each eye's glass
contains a liquid crystal layer which has the property of becoming dark when
voltage is applied, being otherwise transparent. The glasses are controlled by
a timing signal that allows the glasses to alternately darken over one eye, and
then the other, in synchronization with the refresh rate of the screen. The
main drawback of active shutters is that most 3D videos and movies were shot
with simultaneous left and right views, so that it introduces a "time
parallax" for anything side moving: for instance, someone walking at 3.4
mph will be seen 20% too close or 25% too remote in the most current case of a
2x60 Hz projection.
Passive
Polarization
systems
Main articles:
Polarized 3D system and Vectograph
To present
stereoscopic pictures, two images are projected superimposed onto the same
screen through polarizing filters or presented on a display with polarized
filters. For projection, a silver screen is used so that polarization is
preserved. On most passive displays every other row of pixels are polarized for
one eye or the other.[20] This method is also known as being interlaced. The
viewer wears low-cost eyeglasses which also contain a pair of opposite
polarizing filters. As each filter only passes light which is similarly
polarized and blocks the opposite polarized light, each eye only sees one of
the images, and the effect is achieved.
Interference
filter systems
Main
article: Interference filter systems
This technique
uses specific wavelengths of red, green, and blue for the right eye, and
different wavelengths of red, green, and blue for the left eye. Eyeglasses
which filter out the very specific wavelengths allow the wearer to see a full
color 3D image. It is also known as spectral comb filtering or wavelength
multiplex visualization or super-anaglyph. Dolby 3D uses this principle. The
Omega 3D/Panavision 3D system has also used an improved version of this
technology[21] In June 2012 the Omega 3D/Panavision 3D system was discontinued
by DPVO Theatrical, who marketed it on behalf of Panavision, citing
?challenging global economic and 3D market conditions?.[22] Although DPVO
dissolved its business operations, Omega Optical continues promoting and
selling 3D systems to non-theatrical markets. Omega Optical’s 3D system
contains projection filters and 3D glasses. In addition to the passive
stereoscopic 3D system, Omega Optical has produced enhanced anaglyph 3D
glasses. The Omega’s red/cyan anaglyph glasses use complex metal oxide thin
film coatings and high quality annealed glass optics.
Color
anaglyph systems
Main
article: Anaglyph 3D
Anaglyph 3D
is the name given to the stereoscopic 3D effect achieved by means of encoding
each eye's image using filters of different (usually chromatically opposite)
colors, typically red and cyan. Red-cyan filters can be used because our vision
processing systems use red and cyan comparisons, as well as blue and yellow, to
determine the color and contours of objects. Anaglyph 3D images contain two
differently filtered colored images, one for each eye. When viewed through the
"color-coded" "anaglyph glasses", each of the two images
reaches one eye, revealing an integrated stereoscopic image. Thevisual cortex
of the brain fuses this into perception of a three dimensional scene or
composition.[23]
Chromadepth
system
Main
article: ChromaDepth
The
ChromaDepth procedure of American Paper Optics is based on the fact that with a
prism, colors are separated by varying degrees. The ChromaDepth eyeglasses
contain special view foils, which consist of microscopically small prisms. This
causes the image to be translated a certain amount that depends on its color.
If one uses a prism foil now with one eye but not on the other eye, then the
two seen pictures – depending upon color – are more or less widely separated.
The brain produces the spatial impression from this difference. The advantage
of this technology consists above all of the fact that one can regard
ChromaDepth pictures also without eyeglasses (thus two-dimensional)
problem-free (unlike with two-color anaglyph). However the colors are only
limitedly selectable, since they contain the depth information of the picture.
If one changes the color of an object, then its observed distance will also be
changed.[citation needed]
Pulfrich
method
Main
article: Pulfrich effect
The Pulfrich
effect is based on the phenomenon of the human eye processing images more
slowly when there is less light, as when looking through a dark lens. Because
the Pulfrich effect depends on motion in a particular direction to instigate
the illusion of depth, it is not useful as a general stereoscopic technique.
For example, it cannot be used to show a stationary object apparently extending
into or out of the screen; similarly, objects moving vertically will not be
seen as moving in depth. Incidental movement of objects will create spurious
artifacts, and these incidental effects will be seen as artificial depth not
related to actual depth in the scene.
Over/under
format
Stereoscopic
viewing is achieved by placing an image pair one above one another. Special
viewers are made for over/under format that tilt the right eyesight slightly up
and the left eyesight slightly down. The most common one with mirrors is the
View Magic. Another with prismatic glasses is the KMQ viewer.[24] A recent
usage of this technique is the openKMQ project.[25]

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