Anaglyph 3D
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Anaglyph 3D is a method of showing stereoscopic images in which the views for the left and right eyes are encoded in different colors and superimposed in a single picture, which the viewer looks at through glasses with matching color filters so that each eye sees mainly its own view. In the most common red/cyan form, the left image is stored in the red channel of the display and the right image in the cyan (green plus blue) channels, and the red and cyan lenses pass the matching channels to each eye.[1] The small differences between the two views are fused by the visual system into an impression of depth, the same stereopsis that a stereoscope relies on.[2]
The method dates to 1853, when W. Rollmann described viewing red and blue drawings through red and blue glass; Louis Ducos du Hauron patented the method in 1891 with a way of overprinting the colored images, and it became known as the anaglyph.[2][3] It remains in use because it works on any full-color display or print and the glasses are cheap, but it reproduces color poorly and usually leaks part of each eye's image into the other eye (crosstalk, or ghosting).[1] Sanftmann and Weiskopf call it "a low-budget solution to viewing stereoscopic images".[4] 3D modeling tools and engines, including some that also render for VR headsets, still include it as an output mode, and researchers have used it to let a group of people share the stereoscopic view of a person wearing a VR headset.[5][6]
How it works
An anaglyph multiplexes the left and right perspective views into complementary color channels of one image. The glasses contain a filter for each eye that is meant to pass only the channels carrying that eye's view.[1] The word comes from the Greek ana ("again") and glyphe ("sculpture").[3] In the classic monochrome method, as Eric Dubois describes it, the left view is printed in blue (or green) and the right view in red on the same image plane and the picture is viewed through spectacles of the corresponding colors but reversed.[3] The convention today is a red filter over the left eye and a cyan filter over the right; reversing the glasses swaps the two views and, in constructed images without other depth cues, reverses the apparent depth.[2]
Because one image carries both views, an anaglyph can be shown on an ordinary television, computer monitor or projector, or printed on paper. Dubois noted in 2001 that it was "the only way that stereoscopic images can be viewed on ordinary television sets or computer screens with no special hardware other than inexpensive colored glasses".[3] Qi and colleagues wrote in 2021 that anaglyphs were then the only kind of stereo image that could also be displayed on paper.[7] In a theater, an anaglyph film needs only one projector and no special projection technique.[8]
Color schemes
Any pair of complementary color channels can carry the two views. Red/cyan has traditionally been the most common; Woods and Harris wrote in 2010 that blue/yellow and green/magenta glasses had recently also come into wide use.[1]
| Filter pair | Channel assignment | Examples |
|---|---|---|
| Red/cyan | Left view in the red channel, right view in green and blue[1] | Most common type; used for Spy Kids 3-D: Game Over in theaters (2003)[8] |
| Amber (yellow)/blue | Blue and yellow filters[1] | ColorCode 3-D; the glasses handed out for the 2009 Super Bowl promotion of Monsters vs. Aliens[1][9] |
| Green/magenta | Green and magenta filters[1] | TrioScopics glasses supplied with 3D DVD releases of Coraline, My Bloody Valentine and Journey to the Center of the Earth[1] |
Image quality problems
The separation of the two views is never complete. Andrew Woods and Chris Harris, following Lenny Lipton, define crosstalk as the physical leakage of one image channel into the other, and ghosting as the perception of that leakage; it limits the brain's ability to fuse the two views and lowers the perceived quality of the 3D image.[1] In anaglyphs it arises from the imperfect spectral performance of the filters and of the display's color channels, which lets some of each eye's image reach the other eye.[1] Woods and Harris also listed lossy compression such as JPEG and incorrect anaglyph-generation algorithms as separate sources of crosstalk.[1]
Color is the second weakness. Colors survive in a color anaglyph, but they do not match those of the original stereo pair, and the different colors reaching the two eyes cause retinal rivalry.[2][7] Ian Howard and Brian Rogers, in their reference work on binocular vision quoted by Nicholas Wade, wrote: "There is some loss of resolution and some colour rivalry with anaglyph pictures and the method cannot be used when the colour of the display is important."[2] The two filters also pass different amounts of light, so the two eyes' images are not matched in brightness; Woods and Harris noted that a large brightness imbalance between the lenses can produce the Pulfrich effect, and that blue/yellow glasses generally had the largest imbalance in their calculations.[2][1] Qi and colleagues identified retinal rivalry and color distortion as causes of visual fatigue in anaglyph viewing.[7]
History
Nineteenth century
The use of colors to separate the images for the two eyes was described by W. Rollmann in 1853, in the Annalen der Physik und Chemie.[2] Hermann von Helmholtz summarized Rollmann's method in his Handbuch: Rollmann drew two projections on the same black card, one in red lines and one in blue, and looked at them through a red glass in front of one eye and a blue glass in front of the other, so that each eye saw only one set of lines and the two combined into a relief.[2] In 1858 J. C. d'Almeida reached a similar result with projection: two magic lanterns with color filters in front of their lenses threw superimposed images on a screen, and the observer looked through similar filters, one per eye; he found that red and green worked well.[2] Louis Ducos du Hauron patented the anaglyph method in 1891, devising a way to overprint red and blue or green designs, and the technique became known as the art of the anaglyph.[2][3] Anaglyphs then became a common way to print and project stereograms.[2]
Film, broadcast and games
The Australian Centre for the Moving Image (ACMI) records that Edwin S. Porter used the red-and-green anaglyph system in a 1915 test film.[10] The Power of Love, which premiered at the Ambassador Hotel Theater in Los Angeles on 27 September 1922, is recognized by Guinness World Records as the first successful screening of a 3D feature film. It was produced in an anaglyphic process developed by Harry K. Fairall, and audiences looked through red-and-green glasses at two superimposed film strips, each recorded and projected in one of the two colors. No copies are known to survive.[11][10]
In vision science, Béla Julesz printed his computer-generated random-dot stereograms as anaglyphs in an appendix to Foundations of Cyclopean Perception (1971) and supplied red/green viewers with the book.[2] Anaglyph also reached early home video games. Square's Highway Star supported the Famicom 3D System shutter glasses in Japan, while the versions released in other regions as Rad Racer were recoded to use a red and blue color scheme and shipped with paper 3D glasses.[12]
For Spy Kids 3-D: Game Over (2003), Computer Graphics World reported that the anaglyph release used a red filter over the left eye and a cyan filter over the right, and that theaters only had to hand out the glasses, unlike the polarized stereo technology used in IMAX theaters.[8] Before Super Bowl XLIII on NBC on 1 February 2009, about 150 million free 3D glasses were distributed at Pepsi/SoBe Life Water displays in 28,000 locations so viewers could watch a 3D promotion for Monsters vs. Aliens made with Intel's InTru 3D and ColorCode 3-D; viewers without glasses saw "an almost ordinary image".[13] The same year, NVIDIA presented 3D Vision Discover, bundled with selected NVIDIA GPUs as an entry-level introduction to stereoscopic 3D, which used GPU-optimized red/cyan anaglyph with "limited color", alongside its full 3D Vision kit with wireless shutter glasses.[14]
| Year | Event |
|---|---|
| 1853 | W. Rollmann describes viewing red and blue line drawings through red and blue glasses[2] |
| 1858 | J. C. d'Almeida projects stereo images with two filtered magic lanterns, finding red and green effective[2] |
| 1891 | Louis Ducos du Hauron patents the printed anaglyph[3] |
| 1922 | The Power of Love premieres in Los Angeles with red-and-green glasses[11][10] |
| 1971 | Béla Julesz publishes random-dot stereograms as anaglyphs in Foundations of Cyclopean Perception[2] |
| 2001 | Eric Dubois publishes the least-squares projection method for computing anaglyphs[3] |
| 2003 | Spy Kids 3-D: Game Over is released in theaters in red/cyan anaglyph[8] |
| 2009 | ColorCode 3-D Super Bowl promotion for Monsters vs. Aliens; NVIDIA presents 3D Vision Discover[13][14] |
Generating anaglyph images
By 2001 a method for producing color anaglyphs in Photoshop for red/cyan glasses had been published.[3] Dubois called the existing techniques "very empirical" and proposed a projection method that takes into account the spectral absorption curves of the glasses, the spectral density functions of the display primaries and the colorimetric properties of the human observer. It computes the anaglyph that, after filtering by the glasses, comes as close as possible (in a least-squares sense in CIE XYZ color coordinates) to the intended stereo pair.[3][9] The method is often called the "Dubois anaglyph" and applies to red/cyan, green/magenta and amber/blue glasses; Dubois lists software that implements it, including StereoPhoto Maker and the Bino video player.[9]
William Sanders and David McAllister of North Carolina State University compared the Photoshop approach, the Dubois least-squares algorithm and a "midpoint" algorithm working in CIELAB color space, and found that each had advantages and disadvantages in color fidelity and in stereo quality, including region merging and ghosting. They noted that interest in virtual laboratories for distance learning had revived anaglyph research because a stereo image can be transmitted efficiently and several people can view it at once with cheap glasses.[15] Later work targeted the remaining defects directly. H. Sanftmann and D. Weiskopf (2011) built a luminance-perception model of the eyes behind the glasses whose five parameters can be measured in about a minute, and used it to remove ghosting from full-color, half-color and gray anaglyphs without measuring display or filter spectra.[4] Qi and colleagues (2021) proposed an algorithm that works in CIELAB space and matches perceptual color attributes, especially hue, to reduce retinal rivalry and color distortion together.[7]
Wavelength multiplexing
A related color-based technique splits the spectrum more finely. The Infitec system, described by H. Jorke and M. Fritz, uses wavelength multiplexing, which Bernd Fröhlich and colleagues called "a kind of multi channel color multiplexing for red, green and blue"; in 2005 they noted that it still had problems with color matching between the views.[16] Dolby Laboratories based its Dolby 3D Digital Cinema system on this approach: in October 2007 it described a projector retrofit kit with a "full-spectrum color filter wheel based on technology licensed from INFITEC", and said the system used the standard white screens already in auditoriums, so exhibitors did not need a "silver screen".[17] Woods and Harris group Infitec with polarized and shutter-glasses systems as methods that give much better 3D image quality than anaglyph.[1]
Applications in VR and AR
Comparison with headsets and projection VR
A VR headset does not need color multiplexing: its display sits close to the eyes and is brought into focus with one magnifying lens for each eye, so each eye can be shown its own image.[18] Steven LaValle notes in his VR textbook that CAVE systems used active shutter glasses to alternate left and right frames, halving the frame rate, and that with comfortable headsets "presenting separate visual stimuli to each eye is much simpler".[19] Writing about multi-user projection systems for immersive virtual environments, Fröhlich and colleagues described anaglyph images as appearing monochrome and wrote that anaglyphs are "more tiring" and "more straining for the eyes" than other techniques; their own multi-viewer systems combined shutter and polarization separation instead.[16] Wade gives two practical reasons anaglyphs have been adopted: they can be shown to many people at once by projection, and the filters are compact, inexpensive and easy to use.[2]
Anaglyph output in 3D software
Several 3D tools and engines offer anaglyph among their stereo output modes. Blender's stereo 3D window display offers anaglyph alongside interlace, time-sequential, side-by-side and top-bottom modes, and supports red-cyan, green-magenta and yellow-blue glasses.[5] The Three.js library ships an AnaglyphEffect that renders the scene from two off-axis cameras and combines them with color matrices taken from Dubois's method, using a default eye separation of 0.064, which the source code describes as a typical human interpupillary distance of 64 mm.[20] The Unigine engine lists anaglyph, viewed with red-cyan glasses, among its viewport stereo modes next to interlaced and split stereo, with separate-image output for HMDs.[21]
Sharing a headset user's view
VR headsets block the wearer's view of the room, which makes it hard for an instructor and students to share a lesson. At the Visible Heart Laboratories of the University of Minnesota,[22] Deakyne and colleagues added an anaglyph shader to their anatomical VR platform in 2020: what the headset wearer sees is mirrored as an anaglyph on an external display, so that a group wearing red/blue glasses can see the same anatomy in stereo as the VR instructor.[6]
Dichoptic vision therapy
Anaglyph glasses and headsets have both been used to give each eye a different image in treating amblyopia. In a 2016 Pediatric Eye Disease Investigator Group trial of 385 children aged 5 to 12, a binocular game was played on an iPad "while wearing red-green anaglyphic glasses", with the green filter over the amblyopic eye; after 16 weeks, mean amblyopic-eye acuity had improved 1.05 lines with the game and 1.35 lines with two hours of daily patching; because the confidence limit exceeded the prespecified margin, the trial could not show that the game was non-inferior to patching.[23] The U.S. Food and Drug Administration later granted a De Novo request for Luminopia One, software that runs on commercially available head-mounted displays (the "Samsung Gear HMD" was the only validated headset in the submission). The decision created a new Class II device type, "digital therapy device for amblyopia", defined as a device that uses dichoptic presentations on visual displays.[24] Healio reported the decision on 22 October 2021.[25]
Other uses
Wade notes that, unlike in vision research, anaglyphs are used widely in visual art and education, particularly in presentations on the internet and in virtual reality systems.[2] NASA's Jet Propulsion Laboratory publishes stereo imagery from the Perseverance rover's Mastcam-Z cameras in anaglyph form; its December 2023 release of a 360-degree view from "Airey Hill" included a mosaic of 1,926 images that can be viewed with red-blue 3D glasses.[26]
Research
Woods and Harris at Curtin University used measurements of the spectral emission of many displays and the spectral transmission of anaglyph glasses to predict crosstalk. Their 2010 study simulated 16 pairs of glasses (six red/cyan, six blue/yellow and four green/magenta) on 13 LCD monitors, 15 plasma panels and one CRT.[1] Comparing the better gel-filter glasses of each type across all displays, red/cyan had the lowest predicted average crosstalk factor (15.7), followed by green/magenta (19.5) and blue/yellow (25.2); CRT monitors showed about double the anaglyph crosstalk of LCD or plasma displays; and dichroic filters could outperform gel filters if their transition wavelengths were placed well. The authors concluded that crosstalk can be reduced by choosing glasses to suit the display.[1] This built on earlier work by Woods and Tegan Rourke (2004) on ghosting in anaglyph images.[1][27]
In perception research the method has a mixed record. Wade observes that anaglyphs have been used sparingly in vision experiments because of incomplete image separation, unequal filter transmission and the confounding of filter differences with eye dominance, and that binocular rivalry in anaglyphs is limited to contours rather than colors. He argues that they still allow displays that would be hard to build for mirror or prism stereoscopes, such as stereograms combined and manipulated after construction, and he illustrated his 2026 paper entirely with red/cyan anaglyphs.[2]
See also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 Andrew J. Woods, Chris R. Harris (2010-02-04). "Comparing levels of crosstalk with red/cyan, blue/yellow, and green/magenta anaglyph 3D glasses". Proceedings of SPIE vol. 7524, Stereoscopic Displays and Applications XXI. doi:10.1117/12.840835. https://cmst.curtin.edu.au/wp-content/uploads/sites/4/2016/05/2010-11.pdf. Retrieved 2026-10-06.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 Nicholas J. Wade (2026-05-12). "In praise of anaglyphs". i-Perception, vol. 17, no. 3. SAGE Publications. doi:10.1177/20416695261448396. https://doi.org/10.1177/20416695261448396. Retrieved 2026-10-06.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Eric Dubois (2001-05). "A projection method to generate anaglyph stereo images". Proceedings of the 2001 IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP), vol. 3, pp. 1661-1664. doi:10.1109/ICASSP.2001.941256. https://www.site.uottawa.ca/~edubois/icassp01/anaglyphdubois.pdf. Retrieved 2026-10-06.
- ↑ 4.0 4.1 H. Sanftmann, D. Weiskopf (2011-06). "Anaglyph Stereo Without Ghosting". Computer Graphics Forum, vol. 30, no. 4, pp. 1251-1259. https://doi.org/10.1111/j.1467-8659.2011.01984.x. Retrieved 2026-10-06.
- ↑ 5.0 5.1 "Usage (Stereoscopy)". Blender Manual. Blender Foundation. https://docs.blender.org/manual/en/latest/render/output/properties/stereoscopy/usage.html. Retrieved 2026-10-06.
- ↑ 6.0 6.1 Alex J. Deakyne, Erik Gaasedelen, Tinen Iles, Paul A. Iaizzo (2020-04-06). "Development of Anaglyph 3D Functionality for Cost-Effective Virtual Reality Anatomical Education Tool". Proceedings of the 2020 Design of Medical Devices Conference. American Society of Mechanical Engineers. https://doi.org/10.1115/DMD2020-9014. Retrieved 2026-10-06.
- ↑ 7.0 7.1 7.2 7.3 Min Qi, Shanshan Cui, Qianmin Du, Yuelei Xu, David F. McAllister (2021). "Visual Fatigue Alleviating in Stereo Imaging of Anaglyphs by Reducing Retinal Rivalry and Color Distortion Based on Mobile Virtual Reality Technology". Wireless Communications and Mobile Computing, vol. 2021, article 1285712. https://doi.org/10.1155/2021/1285712. Retrieved 2026-10-06.
- ↑ 8.0 8.1 8.2 8.3 Audrey Doyle (2003-08). "Spying in Stereo". Computer Graphics World, vol. 26, no. 8. https://www.cgw.com/Publications/CGW/2003/Volume-26-Issue-8-August-2003-/Spying-in-Stereo.aspx. Retrieved 2026-10-06.
- ↑ 9.0 9.1 9.2 Eric Dubois. "Dubois Anaglyph". University of Ottawa, School of Electrical Engineering and Computer Science. https://www.site.uottawa.ca/~edubois/anaglyph/. Retrieved 2026-10-06.
- ↑ 10.0 10.1 10.2 "The Power of Love". ACMI. Australian Centre for the Moving Image. https://www.acmi.net.au/works/100619--the-power-of-love/. Retrieved 2026-10-06.
- ↑ 11.0 11.1 "First 3D feature film". Guinness World Records. https://www.guinnessworldrecords.com/world-records/112492-first-3d-feature-film. Retrieved 2026-10-06.
- ↑ Neil Foster (2017-11-19). "Rad Racer". Hardcore Gaming 101. http://www.hardcoregaming101.net/rad-racer/. Retrieved 2026-10-06.
- ↑ 13.0 13.1 Michael Cidoni (2009-01-05). "A 3D Monster Of A Super Bowl Promo". CBS News. https://www.cbsnews.com/news/a-3d-monster-of-a-super-bowl-promo/. Retrieved 2026-10-06.
- ↑ 14.0 14.1 Samuel Gateau (2009). "3D Vision Technology: Develop, Design, Play in 3D Stereo". SIGGRAPH 2009. NVIDIA. https://developer.download.nvidia.com/presentations/2009/SIGGRAPH/3DVision_Develop_Design_Play_in_3D_Stereo.pdf. Retrieved 2026-10-06.
- ↑ William R. Sanders, David F. McAllister (2003). "Producing anaglyphs from synthetic images". Proceedings of SPIE vol. 5006, Stereoscopic Displays and Virtual Reality Systems X. https://doi.org/10.1117/12.474130. Retrieved 2026-10-06.
- ↑ 16.0 16.1 Bernd Fröhlich, Jan Hochstrate, Jörg Hoffmann, Karsten Klüger, Roland Blach, Matthias Bues, Oliver Stefani (2005). "Implementing Multi-Viewer Stereo Displays". WSCG 2005 Conference Proceedings. UNION Agency. https://www.uni-weimar.de/fileadmin/user/fak/medien/professuren/Virtual_Reality/documents/publications/impl-multiviewer_WCSG05.pdf. Retrieved 2026-10-06.
- ↑ "Exhibitors Worldwide Select Dolby 3D Digital Cinema". Widescreen Review. Dolby Laboratories. 2007-10-15. https://www.widescreenreview.com/news_detail.php?id=14521. Retrieved 2026-10-06.
- ↑ Steven M. LaValle (2020). "Virtual Reality, Chapter 2: Bird's-Eye View". Virtual Reality (online textbook), University of Oulu. http://lavalle.pl/vr/vrch2.pdf. Retrieved 2026-10-06.
- ↑ Steven M. LaValle (2020). "Virtual Reality, Chapter 6: Visual Perception". Virtual Reality (online textbook), University of Oulu. http://lavalle.pl/vr/vrch6.pdf. Retrieved 2026-10-06.
- ↑ "AnaglyphEffect.js". three.js repository (GitHub). https://github.com/mrdoob/three.js/blob/dev/examples/jsm/effects/AnaglyphEffect.js. Retrieved 2026-10-06.
- ↑ "Stereo Rendering". UNIGINE documentation (ai-docs repository, GitHub). UNIGINE. https://github.com/unigine-engine/ai-docs/blob/main/ai_docs/md_docs/principles/render/output/stereo/index.md. Retrieved 2026-10-06.
- ↑ "Collections from the Visible Heart Laboratories now in circulation". University of Minnesota Libraries News and Events. 2025-07-01. https://libnews.umn.edu/2025/07/collections-from-the-visible-heart-laboratories-now-in-circulation/. Retrieved 2026-10-06.
- ↑ Jonathan M. Holmes et al., Pediatric Eye Disease Investigator Group (2016-12). "Effect of a Binocular iPad Game vs Part-time Patching in Children Aged 5 to 12 Years With Amblyopia: A Randomized Clinical Trial". JAMA Ophthalmology, vol. 134, no. 12, pp. 1391-1400. doi:10.1001/jamaophthalmol.2016.4262. https://jamanetwork.com/journals/jamaophthalmology/fullarticle/2578715. Retrieved 2026-10-06.
- ↑ "De Novo Classification Request for Luminopia One (DEN210005)". U.S. Food and Drug Administration, Center for Devices and Radiological Health. https://www.accessdata.fda.gov/cdrh_docs/reviews/DEN210005.pdf. Retrieved 2026-10-06.
- ↑ "FDA issues premarket approval for novel digital amblyopia therapy". Healio. 2021-10-22. https://www.healio.com/news/ophthalmology/20211022/fda-issues-premarket-approval-for-novel-digital-amblyopia-therapy. Retrieved 2026-10-06.
- ↑ "Perseverance's 360-Degree View From 'Airey Hill'". NASA Jet Propulsion Laboratory. 2023-12-12. https://www.jpl.nasa.gov/images/pia26080-perseverances-360-degree-view-from-airey-hill/. Retrieved 2026-10-06.
- ↑ Andrew J. Woods, Tegan Rourke (2004-05-21). "Ghosting in anaglyphic stereoscopic images". Proceedings of SPIE vol. 5291, Stereoscopic Displays and Virtual Reality Systems XI, pp. 354-365. https://doi.org/10.1117/12.537424. Retrieved 2026-10-06.