Stereoscopic 3D: Difference between revisions
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While users who experimented with the technology - especially in gaming - where impressed by it, it did not have a major impact on the industry, mainly in the 3D TV´s market. In the home console market, Sony removed support for S3D with the PS4. In mobile gaming, Nintendo released a 2D alternative to the regular Nintendo 3DS, downplaying the 3D functionality of the handheld console. It seems that, in the case of S3D on TVs, the near-future belongs to 4K TV, that will be supported by console manufactures and film studios. According to Tamburro (2015), one of the reasons for the problems stereoscopic 3D faced could be that “it’s difficult to sell a product that’s reliant upon the user experiencing it in order for them to understand its capabilities. While there will be the odd risk-taker who’s willing to plump down a wad of cash on something that could well turn out to be a failed experiment, the vast majority of people are far more sensible and choose to reserve their money unless they’re given a solid reason to part ways with it.” <ref name=”6”> Tamburro, P. (2015). How Virtual Reality Could Go the Way of Stereoscopic 3D. Retrieved from http://www.craveonline.com/design/938609-virtual-reality-go-way-stereoscopic-3d</ref> | While users who experimented with the technology - especially in gaming - where impressed by it, it did not have a major impact on the industry, mainly in the 3D TV´s market. In the home console market, Sony removed support for S3D with the PS4. In mobile gaming, Nintendo released a 2D alternative to the regular Nintendo 3DS, downplaying the 3D functionality of the handheld console. It seems that, in the case of S3D on TVs, the near-future belongs to 4K TV, that will be supported by console manufactures and film studios. According to Tamburro (2015), one of the reasons for the problems stereoscopic 3D faced could be that “it’s difficult to sell a product that’s reliant upon the user experiencing it in order for them to understand its capabilities. While there will be the odd risk-taker who’s willing to plump down a wad of cash on something that could well turn out to be a failed experiment, the vast majority of people are far more sensible and choose to reserve their money unless they’re given a solid reason to part ways with it.” <ref name=”6”> Tamburro, P. (2015). How Virtual Reality Could Go the Way of Stereoscopic 3D. Retrieved from http://www.craveonline.com/design/938609-virtual-reality-go-way-stereoscopic-3d</ref> | ||
==Technology and development== | |||
[[File:Active shutter.png|thumb|Figure 1. Active lenses (Image: gamasutra.com)]] | |||
[[File:Passive lenses.jpg|thumb|Figure 2. Passive polarized lenses (Image: gamasutra.com)]] | |||
[[File:Anaglyph lenses.jpg|thumb|Figure 3. Red and blue anaglyph 3D glasses (Image: amazon.com)]] | |||
There are several techniques available used to create the illusion of a 3D image with the use of lenses. 3D displays use the same guiding principles as the visual system to exhibit depth. In each eye, slightly different perspectives are presented so that the brain uses the differences between them to give the sense of depth <ref name=”7”> Hurricane Media (2011). Stereoscopic 3D filming and graphics, how 3D works [Video]. Retrieved from https://www.youtube.com/watch?v=IYm3BmnyVrg</ref> <ref name=”8”> Techopedia. 3-D Stereo Technology (S3-D). Retrieved from https://www.techopedia.com/definition/81/3d-stereo-technology-s3d</ref> <ref name=”9”> Gouraud, G. (2011). A Developer's Guide To Stereoscopic 3D In Games. Retrieved from http://www.gamasutra.com/view/feature/134827/a_developers_guide_to_.php?print=1</ref>. | |||
One of the techniques is polarization 3D, that can use active or passive polarized lenses (figure 1 and 2). Anaglyph 3D uses passive red cyan lenses or chromatically opposite colors. These can be considered the classic-type 3D glasses and are a type of passive lenses (figure 3). Head-mounted displays also provide S3D using a separate display optic very close to the eyes. Finally, autostereoscopic 3D is a technique that allows for 3D depth without glasses <ref name=”8”></ref>. | |||
Passive glasses do not require the use of batteries and do not need to be electronically linked to the display mechanism. They use optical filters to selectively sort the right and left images to the correct eye. Newer versions of this technology work by interlacing the left and right images together using a unique screen made of two emitting filters on top of one another. Gouraud (2011) wrote that “each image is displayed using a property of light called polarization. This allows the passive-polarized glasses to then selectively filter out light between two images using the corresponding polarized films. Therefore, each eyepiece must be polarized in a different direction, allowing separate images to be delivered to each eye. In this manner a 3D effect is achieved.” <ref name=”9”></ref> | |||
Active shutter has been the primary technology used in home entertainment systems. The mechanism takes advantage of the high frame rates that are available in LED and plasma TVs (120 Hz and above). The TV displays two high definition pictures at a high refreshment frequency (>60 Hz) to achieve temporal multiplexing. The shutter glasses sync with the TV to actively filter the corresponding frames so that each eye only receives the intended image <ref name=”9”></ref>. | |||
With the autostereoscopic display technology (also referred to as parallax barrier), there is no requirement for the users to wear glasses to achieve a three-dimensional effect. The technology relies on an optical filter which divides the images and enables it to direct light to each eye. This allows the viewer to perceive a coherent left and right image. The Nintendo 3DS uses this type of display technology <ref name=”9”></ref>. | |||
==References== | ==References== |