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Stereo Computer Graphics

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What the eye does ... Presents left and right eye views on a single CRT screen ... that match the filter, black and white color get red and green filters and ... – PowerPoint PPT presentation

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Title: Stereo Computer Graphics


1
Stereo Computer Graphics
  • Dale D Bigham
  • Naval Postgraduate School
  • bigham_at_cs.nps.navy.mil

2
?WHAT?
  • Images created on a 3D coordinate system then
    displayed as a parallel or perspective projection
    onto a flat CRT screen
  • OK, WHY?
  • (show video)

3
Overview
  • Steroscopic
  • Time Multiplexed
  • Time Parallel

4
Steroscopic
  • Is binocular disparity.
  • BUT, First
  • Depth cues
  • back to basics.

5
What the eye does
  • AccomodationPhysical change to the lens
    thickness due to tension by the ciliary muscle.
  • Convergence inward rotation of the eyes to
    converge on an object.
  • (show eye show)

6
WALL-EYED or Free-Viewing
  • Cross your eyes, but you need to be close

7
What the world does
  • Binocular disparity difference in the images
    projected on the left and right eye, is modeled
    in computer graphics by displaying to the eye two
    off axis centers of a perspective projection.

8
(No Transcript)
9
WWD
  • Motion Parallax By the movement of your head
    from side to side or the movement of the
    background against two objects. Your brain tells
    you which object is closer, by the relative speed
    of the objects against the background. Objects
    that are closer to you move faster.

10
Mind over matter
  • I dont mind so it dont matter
  • -Colors, bright colored objects that are the same
    as a dark ones will appear closer.
  • - Textures, closer objects have greater detail
    that blur as the object moves away.

11
MOM
  • Image size, We know the general size of a person,
    if we see a bowling ball that is the same size as
    the person, we surmise the bowling ball is
    closer.
  • Interposition, objects in front of others are
    closer

12
MOM
  • Perspective, objects that are far away appear
    hazy and bluish, Blue has shorter wavelength thus
    it travel further than other colors.
  • Shading, light from a light source, fades at
    greater distances making objects darker.

13
How?
  • Time Multiplexed
  • Electro Optical
  • Mechanical
  • Time Parallel
  • Anaglyph
  • Separate image

14
T P Anaglyph
  • Presents left and right eye views on a single CRT
    screen by the use of filters.
  • The observer wears glasses that match the filter,
    black and white color get red and green filters
    and for color red and cyan or green and magenta.
    Problem distorts the true colors of the image.

15
T P Separate Image
  • Right and left displays are truly on different
    displays, ie HMD, dual screen or split screen.
    Split screen often uses the partially silvered
    mirror, this uses two displays at right angles to
    each other with filters. The user wears glasses
    that are polarized so each eye gets the correct
    view.

16
TM Mechanical
  • Works by alternating right and left eye views on
    same CRT, must be at 120HZ so each eye gets 60HZ.
    Must be in sync with a shutter system to get
    right and left views at correct times. First used
    rotating cylinder, with correct slitsfor left and
    right eyes.

17
TM Electro Optical
  • -PLZT shutters(lead lanthanum zirconate titanate
    ceramic wafers) only transmitted 15 17 percent
    of light, light passes thru a front vertical
    polarizer when voltage is applied the light is
    rotated 90 degrees to pass thru a rear horizontal
    polarizer.

18
TM Electro Optical (cont)
  • -LCM(liquid crystal modulator)
  • Active works same as PLZT except lets in twice
    as much light
  • Passive The LCM is mounted to the CRT screen,
    the LCM use a circularly polarized cell that
    displays the left eye in one direction and the
    right in the other. Then the Passive glasses are
    polarized to see the correct view.

19
OFF AXIS Projection
  • Off axis rotates the field of view at the
    eyeball back toward the center

20
ON AXIS Projection
  • Slides out horizontally from center.

21
OFF AXIS Projection
  • Due to the rotation the field of view is greater,
    thus this method is perfered.

22
ON AXIS Projection
  • BUT, the on axis can be implemented in hardware
    so it has the better performance.

23
THE MATH!! Viewing transformation

24
THE MATH!!
  • To calculate the transformation required to map
    world coordinate vertices to view coordinate
    vertices all that is required is to
  • calculate the transformation required to
    transform the two coordinate systems to the same
    position and orientation.
  • If we assume the simplification that the view
    direction is along the view z axis, then this
    transformation consists of the following

25
THE MATH!!
  • transformations
  • Translate the view origin to the world
    origin
  • Rotate anti-clockwise about the world y-axis
    by theta
  • Rotate anti-clockwise about the world x-axis
    by phi
  • With the view defined in polar coordinates, the
    calculations are as follows
  • viewing vector (r, theta, phi)
  • 1 0 0 -((r sin(phi))
    sin(theta))
  • Translate_origin 0 1 0 -(r cos(phi))
  • 0 0 1 -((r sin(phi))
    cos(theta))
  • 0 0 0 1

26
THE MATH!!
  • Rotate_Y cos(-theta) 0 sin(-theta) 0
  • 0 1 0 0
  • -sin(-theta) 0 cos(-theta) 0
  • 0 0 0 1
  • Rotate_X 1 0
    0 0
  • 0 cos(90 - phi) -sin(90 - phi)
    0
  • 0 sin(90 - phi) cos(90 - phi)
    0
  • 0 0
    0 1

27
THE MATH!!
Viewplane located at z 0 LCoP at (-e/2, 0, -d)
RCoP at (e/2, 0 , -d) xsl (xp(d) - zpe/2)/(d
zp) ysl yp(d)/(d zp) xsr (xp(d) zpe/2)/(d
zp) ysr yp(d)/(d zp).

28
ISSUES
  • Interocular cross talk(Ghosting) combined
    effects of phosphor persistence and shutter leak.
  • CRT refresh rate the refresh rate is at 120,
    that provides 60 to each eye, but the vertical
    resolution is divided into four sections two for
    left eye right eye being displayed and two for
    next left and right.
  • Image scaling (as seen in video) there is an
    optimal view point fixed horizontal parallax,
    move away from the view and the image elongates.

29
Referances
  • Larry F Hodges, Georgia Institute of
    Tech,
  • Stereo Computer Graphics by David F. Mcallister,
  • Multimedia Laboratory Department of Computer
    Science North Carolina State University,
  • Michel Capps,
  • GOTO.COM

30
THE Questions!
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