Title: Seeing 3D from 2D Images
1Seeing 3D from 2D Images
2How to make a 2D image appear as 3D!
- Output 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
3Visual 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
4Monoscopic 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
5Monoscopic 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
6Stereoscopic Display Issues
- Stereopsis
- Stereoscopic Display Technology
- Computing Stereoscopic Images
- Stereoscopic Display and HTDs.
- Works for objects lt 5m. Why?
7Stereopsis
The result of the two slightly different views of
the world that our laterally-displaced eyes
receive.
8Retinal 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.
9Retinal 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
10Convergence Angles
- ?acbd 180
- ?cd 180
- ?-? a(-b) ?1?2 Retinal Disparity
f1
a
D1
f2
b
D2
a
b
c
d
?2
?1
i
11Miscellaneous 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.
12Horopters
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
13Stereoscopic Display
- Stereoscopic images are easy to do badly, hard to
do well, and impossible to do correctly.
14Stereoscopic 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
15Time 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
16Passive 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
17Problem 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.
18Time 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
19Stereographics Shutter Glasses
20Screen 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
21Screen 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
22How 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
23Basic 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.
24What doesnt work
- Each view has a different projection plane
- Each view will be presented (usually) on the same
plane
25What Does Work
26Setting Up Projection Geometry
No
Look at point
Eye Locations
Yes
Eye Locations
Look at points
27Visual 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.
28Accommodation/ Convergence
Display Screen
29Position Dependence (without head-tracking)
30Interocular Dependance
True Eyes
Modeled Eyes
Projection Plane
Perceived Point
F
Modeled Point
31Obvious Things to Do
- Head tracking
- Measure Users Interocular Distance
32Another 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?)
33Two View Points with Head-Tracking
True Eyes
Modeled Eyes
Projection Plane
Perceived Points
Modeled Point
34Ghosting
- Affected by the amount of light transmitted by
the LC shutter in its off state. - Phosphor persistence
- Vertical screen position of the image.
35Time-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.
36Motion 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)
37Physiological 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)
39Summary
- 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
40Pulfrich 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
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