Seeing 3D from 2D Images - PowerPoint PPT Presentation

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Seeing 3D from 2D Images

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Title: Seeing 3D from 2D Images


1
Seeing 3D from 2D Images
2
How to make a 2D image appear as 3D!
  • Output and input is typically 2D Images
  • Yet we want to show a 3D world!
  • How can we do this?
  • We can include cues in the image that give our
    brain 3D information about the scene
  • These cues are visual depth cues

3
Visual Depth Cues
  • Cues about the 3rd dimension total of 10
  • Monoscopic Depth Cues (single 2D image) 6
  • Stereoscopic Depth Cues (two 2D images) 1
  • Motion Depth Cues (series of 2D images) 1
  • Physiological Depth Cues (body cues) 2
  • Hold a finger up

4
Monoscopic Depth Cues
  • Interposition
  • An occluding object is closer
  • Shading
  • Shape and shadows
  • Size
  • The larger object is closer
  • Linear Perspective
  • Parallel lines converge at a single point
  • Higher the object is (vertically), the further it
    is
  • Surface Texture Gradient
  • More detail for closer objects
  • Atmospheric effects
  • Further away objects are blurrier and dimmer
  • Images from http//ccrs.nrcan.gc.ca/resource/tutor
    /stereo/chap2/chapter2_5_e.php

5
Monoscopic Depth Cues
  • Interposition
  • An object that occludes another is closer
  • Shading
  • Shape info. Shadows are included here
  • Size
  • Usually, the larger object is closer
  • Linear Perspective
  • parallel lines converge at a single point
  • Surface Texture Gradient
  • more detail for closer objects
  • Height in the visual field
  • Higher the object is (vertically), the further it
    is
  • Atmospheric effects
  • further away objects are blurrier
  • Brightness
  • further away objects are dimmer

6
Stereoscopic Display Issues
  • Stereopsis
  • Stereoscopic Display Technology
  • Computing Stereoscopic Images
  • Stereoscopic Display and HTDs.
  • Works for objects lt 5m. Why?

7
Stereopsis
The result of the two slightly different views of
the world that our laterally-displaced eyes
receive.
8
Retinal Disparity
  • If both eyes are fixated on a point, f1, in
    space
  • Image of f1 is focused at corresponding points in
    the center of the fovea of each eye.
  • f2, would be imaged at points in each eye that
    may at different distances from the fovea.
  • This difference in distance is the retinal
    disparity.

9
Retinal Disparity
  • If an object is farther than the fixation point,
    the retinal disparity will be
  • Positive value
  • Uncrossed disparity
  • Eyes must uncross to fixate the farther object.
  • If an object is closer than the fixation point,
    the retinal disparity will be
  • Negative
  • Crossed disparity
  • Eyes must cross to fixate the closer object.
  • An object located at the fixation point or whose
    image falls on corresponding points in the two
    retinae has
  • Zero disparity (in focus)
  • Question What does this mean for rendering
    systems?

f2
f1
-
d2
-
d1


Left Eye
Right Eye
Retinal disparity
d1 d2
10
Convergence Angles
  • ?acbd 180
  • ?cd 180
  • ?-? a(-b) ?1?2 Retinal Disparity

f1
a
D1
f2
b
D2
a
b
c
d
?2
?1
i
11
Miscellaneous Eye Facts
  • Stereoacuity - the smallest depth that can be
    detected based on retinal disparity.
  • Visual Direction - Perceived spatial location of
    an object relative to an observer.

12
Horopters
f1
  • Map out what points would appear at the same
    retinal disparity.
  • Horopter - the locus of points in space that fall
    on corresponding points in the two retinae when
    the two eyes binocularly fixate on a given point
    in space (zero disparity).
  • Points on the horopter appear at the same depth
    as the fixation point. (cant use stereopsis.
  • What is the shape of a horopter?

f2
d1
d2
Vieth-Mueller Circle
13
Stereoscopic Display
  • Stereoscopic images are easy to do badly, hard to
    do well, and impossible to do correctly.

14
Stereoscopic Displays
  • Stereoscopic display systems presents each eye
    with a slightly different view of a scene.
  • Time-parallel 2 images same time
  • Time-multiplexed 2 images one right after
    another

15
Time Parallel Stereoscopic Display
  • Two Screens
  • Each eye sees a different screen
  • Optical system directs correct view
  • HMD stereo
  • Single Screen
  • Two different images projected
  • Images are polarized at right angles
  • User wears polarized glasses

16
Passive Polarized Projection
  • Linear Polarization
  • Ghosting increases when you tilt head
  • Reduces brightness of image by about ½
  • Potential Problems with Multiple Screens
  • Circular Polarization
  • Reduces ghosting
  • Reduces brightness
  • Reduces crispness

17
Problem with Linear Polarization
  • With linear polarization, the separation of the
    left and right eye images is dependent on the
    orientation of the glasses with respect to the
    projected image.
  • The floor image cannot be aligned with both the
    side screens and the front screens at the same
    time.

18
Time Multiplexed Display
  • Left and right-eye views of an image are computed
  • Alternately displayed on the screen
  • A shuttering system occludes the right eye when
    the left-eye image is being displayed

19
Stereographics Shutter Glasses
20
Screen Parallax
Display
Screen
P
Pleft
Left eye
Pright
position
Object with
positive
parallax
Right eye
P
position
Pright
Pleft
Object with
negative parallax
Pleft Point P projected screen location as seen
by left eye Pright Point P projected screen
location as seen by right eye Screen parallax -
distance between Pleft and Pright
21
Screen Parallax (cont.)
  • p i(D-d)/D
  • where p is the amount of screen parallax for a
    point, f1, when projected onto a plane a distance
    d from the plane containing two eyepoints.
  • i is the interocular distance between eyepoints
    and
  • D is the distance from f1 to the nearest point
    on the plane containing the two eyepoints
  • d is the distance from the eyepoint to the
    nearest point on the screen

22
How to create correct left- and right-eye views
  • What do you need to specify for most rendering
    engines?
  • Eyepoint
  • Look-at Point
  • Field-of-View or location of Projection Plane
  • View Up Direction

23
Basic Perspective Projection Set Up from Viewing
Paramenters
Y
Z
X
Projection Plane is orthogonal to one of the
major axes (usually Z). That axis is along the
vector defined by the eyepoint and the look-at
point.
24
What doesnt work
  • Each view has a different projection plane
  • Each view will be presented (usually) on the same
    plane

25
What Does Work
26
Setting Up Projection Geometry
No
Look at point
Eye Locations
Yes
Eye Locations
Look at points
27
Visual Angle Subtended
Screen parallax is measured in terms of visual
angle. This is a screen independent measure.
Studies have shown that the maximum angle that a
non-trained person can usually fuse into a 3D
image is about 1.6 degrees. This is about 1/2
the maximum amount of retinal disparity you would
get for a real scene.
28
Accommodation/ Convergence
Display Screen
29
Position Dependence (without head-tracking)
30
Interocular Dependance
True Eyes
Modeled Eyes
Projection Plane
Perceived Point
F
Modeled Point
31
Obvious Things to Do
  • Head tracking
  • Measure Users Interocular Distance

32
Another Problem
  • Many people can not fuse stereoscopic images if
    you compute the images with proper eye
    separation!
  • Rule of Thumb Compute with about ½ the real eye
    separation.
  • Works fine with HMDs but causes image stability
    problems with HTDs (why?)

33
Two View Points with Head-Tracking
True Eyes
Modeled Eyes


Projection Plane
Perceived Points
Modeled Point
34
Ghosting
  • Affected by the amount of light transmitted by
    the LC shutter in its off state.
  • Phosphor persistence
  • Vertical screen position of the image.

35
Time-parallel stereoscopic images
  • Image quality may also be affected by
  • Right and left-eye images do not match in color,
    size, vertical alignment.
  • Distortion caused by the optical system
  • Resolution
  • HMDs interocular settings
  • Computational model does not match viewing
    geometry.

36
Motion Depth Cues
  • Parallax created by relative head position and
    object being viewed.
  • Objects nearer to the eye move a greater distance
  • (Play pulfrich video without sunglasses)

37
Physiological Depth Cues
  • Accommodation focusing adjustment made by the
    eye to change the shape of the lens. (up to 3 m)
  • Convergence movement of the eyes to bring in
    the an object into the same location on the
    retina of each eye.

38
(No Transcript)
39
Summary
  • Monoscopic Interposition is strongest.
  • Stereopsis is very strong.
  • Relative Motion is also very strong (or
    stronger).
  • Physiological is weakest (we dont even use them
    in VR!)
  • Add as needed
  • ex. shadows and cartoons

40
Pulfrich Effect
  • Neat trick
  • Different levels of illumination require
    additional time (your frame rates differ base of
    amount of light)
  • What if we darken one image, and brighten
    another?
  • http//dogfeathers.com/java/pulfrich.html
  • www.cise.ufl.edu/lok/multimedia/videos/pulfrich.a
    vi
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