Jump to content

Stereoscopic 3D: Difference between revisions

No edit summary
No edit summary
Line 32: Line 32:


The popular View-Master stereoscope was patented in 1939, and was used for “virtual tourism”. In 1949 David Brewster suggested the use of lenses, giving rise to the lenticular stereoscope. The cinematographer Morton Heilig developed the Sensorama in the mid 1950s. It was an arcade-style theatre cabinet that stimulated all the senses. It had stereoscopic 3D display, stereo speakers, fans, smell generators, and a vibrating chair with the objective of immersing the viewer in the film. Heilig created six short films for the Sensorama. He was also responsible for the Telesphere Mask, that was patented in 1960. It was the first example of a HMD - although without motion tracking and for use with non-interactive film medium. This headset provided S3D and wide vision with stereo sound <ref name=”11”></ref>.
The popular View-Master stereoscope was patented in 1939, and was used for “virtual tourism”. In 1949 David Brewster suggested the use of lenses, giving rise to the lenticular stereoscope. The cinematographer Morton Heilig developed the Sensorama in the mid 1950s. It was an arcade-style theatre cabinet that stimulated all the senses. It had stereoscopic 3D display, stereo speakers, fans, smell generators, and a vibrating chair with the objective of immersing the viewer in the film. Heilig created six short films for the Sensorama. He was also responsible for the Telesphere Mask, that was patented in 1960. It was the first example of a HMD - although without motion tracking and for use with non-interactive film medium. This headset provided S3D and wide vision with stereo sound <ref name=”11”></ref>.
==Stereoscopic 3D devices==
There are two categories of electronic S3D devices: the glasses-type mentioned before, that influence the way a user sees the image on a monitor, and devices that produce an image by themselves like HMDs <ref name=”10”></ref>.
High-end headsets use dual screens to create a stereoscopic 3D effect, with each screen presenting a slightly different image to each eye and creating the illusion of depth. Low-cost entry options are also available. The Samsung Gear VR uses a smartphone as the display, with the stereoscopic image being created by two replaceable lenses. In this case, the use of a smartphone means sacrificing field of view and graphical fidelity for a wireless headset <ref name=”12”> Messner, S. (2016). How VR headsets actually work. Retrieved from http://in.ign.com/playstation-vr-project-morpheus-ps4/100417/feature/how-vr-headsets-actually-work</ref>.
These headsets also include options for adjusting the lenses, since each person has a different distance between the center of their pupils, to achieve a stereoscopic 3D effect <ref name=”12”></ref>.


==References==
==References==