how to draw 3d illusions pdf
Stereoscopy (as well called stereoscopics, or stereo imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision.[2] The word stereoscopy derives from Greek στερεός (stereos) 'house, solid', and σκοπέω (skopeō) 'to look, to see'.[3] [4] Whatever stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.
Most stereoscopic methods nowadays 2 offset images separately to the left and right heart of the viewer. These two-dimensional images are then combined in the encephalon to give the perception of 3D depth. This technique is distinguished from 3D displays that display an image in three total dimensions, allowing the observer to increase information about the three-dimensional objects being displayed past head and eye movements.
Groundwork [edit]
Stereoscopy creates the illusion of three-dimensional depth from given two-dimensional images.[five] Human vision, including the perception of depth, is a circuitous procedure, which just begins with the acquisition of visual information taken in through the eyes; much processing ensues within the brain, equally information technology strives to make sense of the raw information. One of the functions that occur inside the brain as it interprets what the eyes see is assessing the relative distances of objects from the viewer, and the depth dimension of those objects. The cues that the brain uses to gauge relative distances and depth in a perceived scene include[6]
- Stereopsis
- Accommodation of the eye
- Overlapping of i object past another
- Subtended visual bending of an object of known size
- Linear perspective (convergence of parallel edges)
- Vertical position (objects closer to the horizon in the scene tend to be perceived as farther away)
- Brume or dissimilarity, saturation, and color, greater distance more often than not being associated with greater haze, desaturation, and a shift toward blue
- Change in size of textured blueprint detail
(All just the commencement two of the in a higher place cues be in traditional 2-dimensional images, such as paintings, photographs, and television.)[7]
Stereoscopy is the product of the illusion of depth in a photograph, movie, or other two-dimensional image past the presentation of a slightly different image to each eye, which adds the first of these cues (stereopsis). The two images are then combined in the encephalon to give the perception of depth. Because all points in the image produced by stereoscopy focus at the same airplane regardless of their depth in the original scene, the second cue, focus, is not duplicated and therefore the illusion of depth is incomplete. There are likewise mainly two furnishings of stereoscopy that are unnatural for human vision: (1) the mismatch between convergence and accommodation, acquired past the difference between an object's perceived position in front of or behind the brandish or screen and the real origin of that light; and (2) possible crosstalk between the eyes, caused past imperfect prototype separation in some methods of stereoscopy.
Although the term "3D" is ubiquitously used, the presentation of dual 2d images is distinctly different from displaying an paradigm in three full dimensions. The most notable departure is that, in the case of "3D" displays, the observer'south head and eye motion exercise not change the information received nigh the iii-dimensional objects being viewed. Holographic displays and volumetric display practise not take this limitation. Just every bit it is non possible to recreate a full 3-dimensional sound field with just two stereophonic speakers, it is an overstatement to call dual 2nd images "3D". The accurate term "stereoscopic" is more cumbersome than the common misnomer "3D", which has been entrenched past many decades of unquestioned misuse. Although most stereoscopic displays exercise not qualify equally real 3D brandish, all real 3D displays are also stereoscopic displays because they meet the lower criteria as well.
Well-nigh 3D displays utilise this stereoscopic method to convey images. It was outset invented by Sir Charles Wheatstone in 1838,[8] [9] and improved past Sir David Brewster who made the offset portable 3D viewing device.[10]
Wheatstone originally used his stereoscope (a rather bulky device)[11] with drawings because photography was not yet available, nonetheless his original paper seems to foresee the development of a realistic imaging method:[12]
For the purposes of illustration I have employed only outline figures, for had either shading or colouring been introduced it might be supposed that the issue was wholly or in part due to these circumstances, whereas by leaving them out of consideration no room is left to doubt that the entire result of relief is owing to the simultaneous perception of the two monocular projections, one on each retina. Only if information technology be required to obtain the well-nigh true-blue resemblances of existent objects, shadowing and colouring may properly be employed to heighten the furnishings. Careful attention would enable an creative person to draw and paint the two component pictures, so as to present to the mind of the observer, in the resultant perception, perfect identity with the object represented. Flowers, crystals, busts, vases, instruments of various kinds, &c., might thus be represented and then every bit not to be distinguished by sight from the real objects themselves.[8]
Stereoscopy is used in photogrammetry and besides for amusement through the production of stereograms. Stereoscopy is useful in viewing images rendered from large multi-dimensional information sets such equally are produced by experimental data. Modernistic industrial three-dimensional photography may utilize 3D scanners to detect and record three-dimensional data.[thirteen] The three-dimensional depth information can be reconstructed from 2 images using a computer by correlating the pixels in the left and right images.[14] Solving the Correspondence problem in the field of Reckoner Vision aims to create meaningful depth information from two images.
Visual requirements [edit]
Anatomically, at that place are 3 levels of binocular vision required to view stereo images:
- Simultaneous perception
- Fusion (binocular 'single' vision)
- Stereopsis
These functions develop in early childhood. Some people who have strabismus disrupt the development of stereopsis, yet orthoptics treatment can exist used to improve binocular vision. A person's stereoacuity[15] determines the minimum paradigm disparity they can perceive as depth. It is believed that approximately 12% of people are unable to properly encounter 3D images, due to a variety of medical conditions.[16] [17] According to another experiment up to 30% of people have very weak stereoscopic vision preventing them from depth perception based on stereo disparity. This nullifies or greatly decreases immersion effects of stereo to them.[18]
Stereoscopic viewing may be artificially created by the viewer's brain, as demonstrated with the Van Hare Consequence, where the brain perceives stereo images even when the paired photographs are identical. This "false dimensionality" results from the developed stereoacuity in the brain, assuasive the viewer to fill up in depth information even when few if any 3D cues are really available in the paired images.
Side-by-side [edit]
Traditional stereoscopic photography consists of creating a 3D illusion starting from a pair of 2d images, a stereogram. The easiest mode to enhance depth perception in the brain is to provide the eyes of the viewer with two different images, representing two perspectives of the aforementioned object, with a pocket-sized deviation equal or nearly equal to the perspectives that both eyes naturally receive in binocular vision.
To avoid eyestrain and distortion, each of the two 2d images should be presented to the viewer and then that any object at infinite distance is perceived by the eye every bit being direct alee, the viewer's eyes being neither crossed nor diverging. When the film contains no object at space distance, such as a horizon or a deject, the pictures should be spaced correspondingly closer together.
The advantages of side-by-side viewers is the lack of diminution of brightness, allowing the presentation of images at very high resolution and in full spectrum color, simplicity in creation, and niggling or no additional image processing is required. Under some circumstances, such as when a pair of images is presented for freeviewing, no device or additional optical equipment is needed.
The primary disadvantage of side-past-side viewers is that big epitome displays are non practical and resolution is limited past the lesser of the display medium or human heart. This is because every bit the dimensions of an prototype are increased, either the viewing apparatus or viewer themselves must motion proportionately further abroad from it in gild to view it comfortably. Moving closer to an image in social club to see more particular would only be possible with viewing equipment that adjusted to the difference.
Freeviewing [edit]
Freeviewing is viewing a side-by-side image pair without using a viewing device.[2]
Two methods are available to freeview:[15] [nineteen]
- The parallel viewing method uses an image pair with the left-eye epitome on the left and the right-eye prototype on the right. The fused 3-dimensional epitome appears larger and more afar than the two actual images, making it possible to assuredly simulate a life-size scene. The viewer attempts to look through the images with the eyes substantially parallel, as if looking at the actual scene. This tin be difficult with normal vision considering eye focus and binocular convergence are habitually coordinated. One approach to decoupling the two functions is to view the image pair extremely close up with completely relaxed eyes, making no effort to focus clearly just merely achieving comfortable stereoscopic fusion of the two blurry images by the "look-through" arroyo, and only then exerting the try to focus them more clearly, increasing the viewing altitude as necessary. Regardless of the approach used or the epitome medium, for comfy viewing and stereoscopic accurateness the size and spacing of the images should be such that the corresponding points of very distant objects in the scene are separated past the aforementioned distance as the viewer'south eyes, only non more; the average interocular distance is about 63 mm. Viewing much more widely separated images is possible, merely because the eyes never diverge in normal use it ordinarily requires some previous training and tends to cause eye strain.
- The cross-eyed viewing method swaps the left and right eye images so that they will exist correctly seen cantankerous-eyed, the left eye viewing the epitome on the right and vice versa. The fused three-dimensional image appears to be smaller and closer than the actual images, so that large objects and scenes appear miniaturized. This method is usually easier for freeviewing novices. Equally an assist to fusion, a fingertip can exist placed just below the division between the two images, and then slowly brought straight toward the viewer's eyes, keeping the eyes directed at the fingertip; at a certain distance, a fused 3-dimensional image should seem to be hovering just to a higher place the finger. Alternatively, a piece of newspaper with a modest opening cut into it tin be used in a like manner; when correctly positioned between the image pair and the viewer's eyes, it will seem to frame a pocket-size 3-dimensional image.
Prismatic, self-masking glasses are at present existence used by some cross-eyed-view advocates. These reduce the caste of convergence required and let big images to be displayed. Nonetheless, any viewing aid that uses prisms, mirrors or lenses to help fusion or focus is just a blazon of stereoscope, excluded by the customary definition of freeviewing.
Stereoscopically fusing two separate images without the assist of mirrors or prisms while simultaneously keeping them in abrupt focus without the assistance of suitable viewing lenses inevitably requires an unnatural combination of eye vergence and accommodation. Simple freeviewing therefore cannot accurately reproduce the physiological depth cues of the real-earth viewing feel. Unlike individuals may feel differing degrees of ease and comfort in achieving fusion and expert focus, as well as differing tendencies to eye fatigue or strain.
Autostereogram [edit]
An autostereogram is a single-prototype stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene within the human brain from an external two-dimensional paradigm. In order to perceive 3D shapes in these autostereograms, 1 must overcome the normally automatic coordination between focusing and vergence.
Stereoscope and stereographic cards [edit]
The stereoscope is essentially an instrument in which two photographs of the same object, taken from slightly different angles, are simultaneously presented, ane to each heart. A simple stereoscope is express in the size of the paradigm that may be used. A more than complex stereoscope uses a pair of horizontal periscope-like devices, allowing the utilize of larger images that tin nowadays more than detailed information in a wider field of view. One can buy historical stereoscopes such every bit Holmes stereoscopes as antiques. Many stereo photography artists similar Jim Naughten and Rebecca Hackemann also make their own stereoscopes.
Transparency viewers [edit]
Some stereoscopes are designed for viewing transparent photographs on flick or drinking glass, known as transparencies or diapositives and ordinarily chosen slides. Some of the earliest stereoscope views, issued in the 1850s, were on glass. In the early 20th century, 45x107 mm and 6x13 cm glass slides were mutual formats for amateur stereo photography, specially in Europe. In later years, several motion-picture show-based formats were in use. The best-known formats for commercially issued stereo views on film are Tru-Vue, introduced in 1931, and View-Main, introduced in 1939 and nonetheless in product. For amateur stereo slides, the Stereo Realist format, introduced in 1947, is by far the most common.
Caput-mounted displays [edit]
The user typically wears a helmet or glasses with ii small LCD or OLED displays with magnifying lenses, one for each eye. The technology tin be used to testify stereo films, images or games, but it can likewise be used to create a virtual brandish. Head-mounted displays may also be coupled with caput-tracking devices, allowing the user to "look effectually" the virtual world by moving their head, eliminating the demand for a dissever controller. Performing this update quickly enough to avert inducing nausea in the user requires a great amount of computer image processing. If vi axis position sensing (direction and position) is used then wearer may motility about within the limitations of the equipment used. Owing to rapid advancements in computer graphics and the continuing miniaturization of video and other equipment these devices are starting time to become bachelor at more reasonable cost.
Caput-mounted or wear spectacles may be used to view a see-through epitome imposed upon the real world view, creating what is chosen augmented reality. This is done past reflecting the video images through partially reflective mirrors. The existent globe view is seen through the mirrors' cogitating surface. Experimental systems have been used for gaming, where virtual opponents may peek from real windows every bit a player moves about. This type of system is expected to have wide application in the maintenance of complex systems, every bit it can give a technician what is finer "x-ray vision" past combining computer graphics rendering of subconscious elements with the technician's natural vision. Additionally, technical data and schematic diagrams may be delivered to this same equipment, eliminating the need to obtain and carry bulky paper documents.
Augmented stereoscopic vision is as well expected to accept applications in surgery, equally information technology allows the combination of radiographic data (True cat scans and MRI imaging) with the surgeon's vision.
Virtual retinal displays [edit]
A virtual retinal brandish (VRD), likewise known as a retinal scan display (RSD) or retinal projector (RP), not to be confused with a "Retina Brandish", is a display applied science that draws a raster image (like a television motion-picture show) direct onto the retina of the eye. The user sees what appears to be a conventional display floating in space in front of them. For true stereoscopy, each heart must be provided with its ain discrete display. To produce a virtual display that occupies a usefully big visual angle just does not involve the utilise of relatively large lenses or mirrors, the calorie-free source must be very close to the eye. A contact lens incorporating one or more semiconductor light sources is the course virtually ordinarily proposed. As of 2013, the inclusion of suitable low-cal-beam-scanning means in a contact lens is nevertheless very problematic, as is the alternative of embedding a reasonably transparent assortment of hundreds of thousands (or millions, for HD resolution) of accurately aligned sources of collimated light.
3D viewers [edit]
In that location are two categories of 3D viewer applied science, active and passive. Active viewers have electronics which collaborate with a brandish. Passive viewers filter constant streams of binocular input to the appropriate eye.
Agile [edit]
Shutter systems [edit]
A shutter system works past openly presenting the epitome intended for the left eye while blocking the right eye's view, then presenting the correct-eye epitome while blocking the left eye, and repeating this so rapidly that the interruptions do non interfere with the perceived fusion of the two images into a single 3D image. Information technology mostly uses liquid crystal shutter spectacles. Each eye'southward glass contains a liquid crystal layer which has the property of becoming dark when voltage is applied, existence otherwise transparent. The glasses are controlled past a timing signal that allows the spectacles to alternately darken over 1 eye, so the other, in synchronization with the refresh rate of the screen. The main drawback of active shutters is that nearly 3D videos and movies were shot with simultaneous left and right views, and so that it introduces a "time parallax" for annihilation side-moving: for instance, someone walking at three.iv mph volition exist seen xx% likewise close or 25% too remote in the well-nigh current case of a 2x60 Hz project.
Passive [edit]
Polarization systems [edit]
To present stereoscopic pictures, 2 images are projected superimposed onto the same screen through polarizing filters or presented on a display with polarized filters. For projection, a silver screen is used so that polarization is preserved. On almost passive displays every other row of pixels is polarized for one eye or the other.[20] This method is besides known every bit being interlaced. The viewer wears low-price eyeglasses which also contain a pair of opposite polarizing filters. As each filter simply passes light which is similarly polarized and blocks the reverse polarized light, each middle just sees i of the images, and the effect is achieved.
Interference filter systems [edit]
This technique uses specific wavelengths of blood-red, green, and bluish for the right eye, and dissimilar wavelengths of red, green, and blue for the left heart. Eyeglasses which filter out the very specific wavelengths allow the wearer to run across a full color 3D paradigm. It is also known as spectral comb filtering or wavelength multiplex visualization or super-anaglyph. Dolby 3D uses this principle. The Omega 3D/Panavision 3D system has as well used an improved version of this technology[21] In June 2012 the Omega 3D/Panavision 3D system was discontinued past DPVO Theatrical, who marketed information technology on behalf of Panavision, citing ″challenging global economic and 3D marketplace conditions″.
Colour anaglyph systems [edit]
Anaglyph 3D is the proper noun given to the stereoscopic 3D event achieved by means of encoding each eye's prototype using filters of different (usually chromatically opposite) colors, typically red and cyan. Red-cyan filters can be used considering our vision processing systems use cherry and cyan comparisons, likewise every bit blue and yellowish, to determine the color and contours of objects. Anaglyph 3D images contain 2 differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images reaches i heart, revealing an integrated stereoscopic prototype. The visual cortex of the brain fuses this into perception of a three dimensional scene or limerick.[22]
Chromadepth organization [edit]
The ChromaDepth procedure of American Newspaper Optics is based on the fact that with a prism, colors are separated by varying degrees. The ChromaDepth eyeglasses contain special view foils, which consist of microscopically small prisms. This causes the image to exist translated a certain amount that depends on its color. If one uses a prism foil now with one heart only not on the other eye, then the 2 seen pictures – depending upon color – are more or less widely separated. The brain produces the spatial impression from this deviation. The advantage of this engineering consists above all of the fact that i tin can regard ChromaDepth pictures besides without eyeglasses (thus two-dimensional) problem-free (dissimilar with two-color anaglyph). Even so the colors are merely limitedly selectable, since they contain the depth information of the picture. If i changes the color of an object, then its observed distance will also be changed.[ commendation needed ]
Pulfrich method [edit]
The Pulfrich effect is based on the miracle of the human eye processing images more than slowly when there is less light, as when looking through a dark lens.[23] Because the Pulfrich outcome depends on motility in a particular direction to instigate the illusion of depth, it is not useful as a general stereoscopic technique. For example, information technology cannot be used to show a stationary object apparently extending into or out of the screen; similarly, objects moving vertically will not be seen equally moving in depth. Incidental motility of objects will create spurious artifacts, and these incidental furnishings will be seen equally artificial depth not related to actual depth in the scene.
Over/under format [edit]
Stereoscopic viewing is achieved by placing an prototype pair one higher up one another. Special viewers are made for over/under format that tilt the right eyesight slightly upward and the left eyesight slightly down. The almost common i with mirrors is the View Magic. Another with prismatic glasses is the KMQ viewer.[24] A recent usage of this technique is the openKMQ project.[25]
Other display methods without viewers [edit]
Autostereoscopy [edit]
Autostereoscopic display technologies use optical components in the brandish, rather than worn past the user, to enable each eye to see a different epitome. Because headgear is not required, it is also called "spectacles-free 3D". The eyes divide the images directionally into the viewer's eyes, so the display viewing geometry requires limited head positions that will achieve the stereoscopic effect. Automultiscopic displays provide multiple views of the same scene, rather than merely two. Each view is visible from a unlike range of positions in forepart of the display. This allows the viewer to motion left-right in front end of the display and run into the correct view from any position. The technology includes two broad classes of displays: those that use caput-tracking to ensure that each of the viewer's two eyes sees a unlike image on the screen, and those that brandish multiple views so that the brandish does non need to know where the viewers' eyes are directed. Examples of autostereoscopic displays engineering science include lenticular lens, parallax barrier, volumetric brandish, holography and calorie-free field displays.
Holography [edit]
Laser holography, in its original "pure" form of the photographic manual hologram, is the only applied science yet created which can reproduce an object or scene with such consummate realism that the reproduction is visually indistinguishable from the original, given the original lighting conditions.[ commendation needed ] It creates a low-cal field identical to that which emanated from the original scene, with parallax nigh all axes and a very wide viewing angle. The middle differentially focuses objects at different distances and subject detail is preserved downwardly to the microscopic level. The effect is exactly similar looking through a window. Unfortunately, this "pure" grade requires the subject area to be laser-lit and completely motionless—to within a minor fraction of the wavelength of lite—during the photographic exposure, and laser calorie-free must exist used to properly view the results. Most people accept never seen a light amplification by stimulated emission of radiation-lit transmission hologram. The types of holograms commonly encountered take seriously compromised paradigm quality so that ordinary white calorie-free can exist used for viewing, and non-holographic intermediate imaging processes are near ever resorted to, as an alternative to using powerful and hazardous pulsed lasers, when living subjects are photographed.
Although the original photographic processes accept proven impractical for general employ, the combination of computer-generated holograms (CGH) and optoelectronic holographic displays, both under development for many years, has the potential to transform the half-century-quondam pipe dream of holographic 3D television into a reality; and then far, however, the large amount of adding required to generate just one detailed hologram, and the huge bandwidth required to transmit a stream of them, take bars this technology to the enquiry laboratory.
In 2013, a Silicon Valley company, LEIA Inc, started manufacturing holographic displays well suited for mobile devices (watches, smartphones or tablets) using a multi-directional backlight and allowing a broad total-parallax angle view to run into 3D content without the need of glasses.[26]
Volumetric displays [edit]
Volumetric displays use some physical mechanism to brandish points of low-cal within a volume. Such displays apply voxels instead of pixels. Volumetric displays include multiplanar displays, which have multiple display planes stacked up, and rotating panel displays, where a rotating console sweeps out a volume.
Other technologies accept been developed to project lite dots in the air above a device. An infrared light amplification by stimulated emission of radiation is focused on the destination in space, generating a small bubble of plasma which emits visible light.
Integral imaging [edit]
Integral imaging is a technique for producing 3D displays which are both autostereoscopic and multiscopic, significant that the 3D epitome is viewed without the use of special spectacles and different aspects are seen when it is viewed from positions that differ either horizontally or vertically. This is achieved by using an array of microlenses (akin to a lenticular lens, but an X–Y or "fly's centre" array in which each lenslet typically forms its own image of the scene without assistance from a larger objective lens) or pinholes to capture and brandish the scene every bit a 4D low-cal field, producing stereoscopic images that exhibit realistic alterations of parallax and perspective when the viewer moves left, right, up, downward, closer, or farther away.
Wiggle stereoscopy [edit]
Wiggle stereoscopy is an paradigm display technique achieved by quickly alternate display of left and right sides of a stereogram. Institute in animated GIF format on the web, online examples are visible in the New-York Public Library stereogram drove. The technique is also known as "Piku-Piku".[27]
Stereo photography techniques [edit]
For general purpose stereo photography, where the goal is to duplicate natural human vision and give a visual impression as close as possible to really being there, the correct baseline (distance between where the right and left images are taken) would be the same as the distance between the eyes.[28] When images taken with such a baseline are viewed using a viewing method that duplicates the conditions nether which the film is taken, and so the result would be an prototype much the same as that which would be seen at the site the photo was taken. This could be described equally "ortho stereo."
However, there are situations in which it might exist desirable to use a longer or shorter baseline. The factors to consider include the viewing method to be used and the goal in taking the movie. The concept of baseline also applies to other branches of stereography, such as stereo drawings and calculator generated stereo images, just it involves the point of view called rather than actual concrete separation of cameras or lenses.
Stereo window [edit]
The concept of the stereo window is e'er important, since the window is the stereoscopic epitome of the external boundaries of left and right views constituting the stereoscopic epitome. If any object, which is cut off past lateral sides of the window, is placed in forepart of it, an outcome results that is unnatural and is undesirable, this is called a "window violation". This tin best be understood by returning to the analogy of an actual physical window. Therefore, there is a contradiction between ii different depth cues: some elements of the image are hidden by the window, then that the window appears every bit closer than these elements, and the aforementioned elements of the image announced as closer than the window. So that the stereo window must always exist adapted to avoid window violations.
Some objects can be seen in front end of the window, every bit far equally they don't reach the lateral sides of the window. Merely these objects can not be seen every bit too close, since at that place is always a limit of the parallax range for comfy viewing.
If a scene is viewed through a window the entire scene would normally be behind the window, if the scene is afar, it would be some distance backside the window, if it is nearby, it would appear to be just beyond the window. An object smaller than the window itself could even go through the window and announced partially or completely in front of it. The same applies to a part of a larger object that is smaller than the window. The goal of setting the stereo window is to duplicate this result.
Therefore, the location of the window versus the whole of the image must be adapted so that nigh of the image is seen beyond the window. In the case of viewing on a 3D Television receiver set, information technology is easier to place the window in front end of the prototype, and to let the window in the plane of the screen.
On the contrary, in the case of projection on a much larger screen, it is much amend to gear up the window in front end of the screen (it is chosen "floating window"), for instance so that it is viewed about ii meters away past the viewers sit in the start row. Therefore, these people will normally run into the background of the epitome at the infinite. Of form the viewers seated beyond will come across the window more remote, merely if the image is made in normal conditions, and then that the beginning row viewers see this groundwork at the infinite, the other viewers, seated behind, will also see this background at the infinite, since the parallax of this background is equal to the average human interocular.
The entire scene, including the window, tin can exist moved backwards or forwards in depth, by horizontally sliding the left and right center views relative to each other. Moving either or both images away from the centre volition bring the whole scene away from the viewer, whereas moving either or both images toward the center volition move the whole scene toward the viewer. This is possible, for instance, if two projectors are used for this project.
In stereo photography window adjustments is achieved past shifting/cropping the images, in other forms of stereoscopy such as drawings and reckoner generated images the window is built into the blueprint of the images as they are generated.
The images can be cropped creatively to create a stereo window that is non necessarily rectangular or lying on a apartment plane perpendicular to the viewer's line of sight. The edges of the stereo frame can be straight or curved and, when viewed in 3D, can flow toward or away from the viewer and through the scene. These designed stereo frames tin assistance emphasize certain elements in the stereo image or can be an artistic component of the stereo paradigm.
Uses [edit]
While stereoscopic images have typically been used for entertainment, including stereographic cards, 3D films, 3D television, stereoscopic video games,[29] printings using anaglyph and pictures, posters and books of autostereograms, at that place are likewise other uses of this applied science.
Fine art [edit]
Salvador Dalí created some impressive stereograms in his exploration in a variety of optical illusions. Other stereo artists include Zoe Beloff, Christopher Schneberger, Rebecca Hackemann, William Kentridge, and Jim Naughten.[thirty] Red-and-cyan anaglyph stereoscopic images have also been painted by hand.[31]
Education [edit]
In the 19th century, it was realized that stereoscopic images provided an opportunity for people to feel places and things far away, and many bout sets were produced, and books were published allowing people to acquire about geography, science, history, and other subjects.[32] Such uses continued till the mid-20th century, with the Keystone View Company producing cards into the 1960s.
Space exploration [edit]
The Mars Exploration Rovers, launched by NASA in 2003 to explore the surface of Mars, are equipped with unique cameras that allow researchers to view stereoscopic images of the surface of Mars.
The ii cameras that make up each rover'south Pancam are situated 1.5m above the ground surface, and are separated by 30 cm, with ane caste of toe-in. This allows the prototype pairs to be made into scientifically useful stereoscopic images, which tin can be viewed equally stereograms, anaglyphs, or candy into 3D computer images.[33]
The ability to create realistic 3D images from a pair of cameras at roughly human-height gives researchers increased insight every bit to the nature of the landscapes being viewed. In environments without hazy atmospheres or familiar landmarks, humans rely on stereoscopic clues to judge distance. Single camera viewpoints are therefore more hard to interpret. Multiple photographic camera stereoscopic systems like the Pancam address this trouble with unmanned space exploration.
Clinical uses [edit]
Stereogram cards and vectographs are used by optometrists, ophthalmologists, orthoptists and vision therapists in the diagnosis and treatment of binocular vision and accommodative disorders.[34]
Mathematical, scientific and applied science uses [edit]
Stereopair photographs provided a manner for 3-dimensional (3D) visualisations of aerial photographs; since almost 2000, 3D aeriform views are mainly based on digital stereo imaging technologies. One issue related to stereo images is the corporeality of disk space needed to save such files. Indeed, a stereo image usually requires twice equally much infinite as a normal image. Recently, computer vision scientists tried to find techniques to set on the visual redundancy of stereopairs with the aim to define compressed version of stereopair files.[35] [36] Cartographers generate today stereopairs using computer programs in order to visualise topography in iii dimensions.[37] Computerised stereo visualisation applies stereo matching programs.[38] In biology and chemical science, circuitous molecular structures are often rendered in stereopairs. The same technique tin can likewise be practical to whatever mathematical (or scientific, or engineering) parameter that is a part of two variables, although in these cases information technology is more common for a three-dimensional consequence to be created using a 'distorted' mesh or shading (as if from a distant light source).
Come across as well [edit]
- Cloud stereoscopy
References [edit]
- ^ "The Kaiser (Emperor) Panorama". 9 June 2012.
- ^ a b The Logical Arroyo to Seeing 3D Pictures. www.vision3d.com by Optometrists Network. Retrieved 2009-08-21
- ^ στερεός Tufts.edu, Henry George Liddell, Robert Scott, A Greek-English Lexicon, on Perseus Digital Library
- ^ σκοπέω, Henry George Liddell, Robert Scott, A Greek-English Dictionary, on Perseus Digital Library
- ^ Exercises in Three Dimensions: Virtually 3D, Tom Lincoln, 2011
- ^ Flight Simulation, J. Thou. Rolfe and M. J. Staples, Cambridge University Press, 1986, page 134
- ^ Exercises in Three Dimensions, Tom Lincoln, 2011
- ^ a b Contributions to the Physiology of Vision.—Role the First. On some remarkable, and hitherto unobserved, Phenomena of Binocular Vision. Past CHARLES WHEATSTONE, F.R.S., Professor of Experimental Philosophy in Rex'due south College, London. Stereoscopy.com
- ^ Welling, William. Photography in America, page 23
- ^ International Stereoscopic Matrimony, 2006, "Stereoscopy", Numbers 65–72, p.18
- ^ Stereo Realist Transmission, p. 375.
- ^ Stereo Realist Manual, pp. 377–379.
- ^ Fay Huang, Reinhard Klette, and Karsten Scheibe: Panoramic Imaging (Sensor-Line Cameras and Light amplification by stimulated emission of radiation Range-Finders). Wiley & Sons, Chichester, 2008
- ^ Dornaika, F.; Hammoudi, M (2009). Extracting 3D Polyhedral Building Models from Aerial Images using a Characterless and Directly Approach (PDF). Machine Vision Applications. Vol. Proc. IAPR/MVA. Retrieved 26 September 2010.
- ^ a b How To Freeview Stereo (3D) Images. Greg Erker. Retrieved 2009-08-21
- ^ "Eyecare Trust". Eyecare Trust. Retrieved 29 March 2012.
- ^ "Daily Telegraph Newspaper". The Daily Telegraph. Archived from the original on 12 January 2022. Retrieved 29 March 2012.
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Bibliography [edit]
- Simmons, Gordon (March–April 1996). "Clarence Grand. Henning: The Man Backside the Macro". Stereo World. 23 (1): 37–43.
- Willke, Mark A.; Zakowski, Ron (March–Apr 1996). "A Close Await into the Realist Macro Stereo Organisation". Stereo Earth. 23 (1): 14–35.
- Morgan, Willard D.; Lester, Henry M. (Oct 1954). Stereo Realist Manual. and 14 contributors. New York: Morgan & Lester. Bibcode:1954srm..volume.....M. OCLC 789470.
Further reading [edit]
- Scott B. Steinman, Barbara A. Steinman and Ralph Philip Garzia. (2000). Foundations of Binocular Vision: A Clinical perspective. McGraw-Hill Medical. ISBN 0-8385-2670-5
External links [edit]
Archival collections [edit]
- Guide to the Edward R. Frank Stereograph Collection. Special Collections and Athenaeum, The UC Irvine Libraries, Irvine, California.
- Niagara Falls Stereo Cards RG 541 Brock University Library Digital Repository
Other [edit]
- Stereoscopy at Curlie
- Durham Visualization Laboratory stereoscopic imaging methods and software tools
- Academy of Washington Libraries Digital Collections Stereocard Collection
- Stereographic Views of Louisville and Beyond, 1850s–1930 from the University of Louisville Libraries
- Stereoscopy on Flickr
- American Academy in Cairo Rare Books and Special Collections Digital Library Underwood & Underwood Egypt Stereoviews Collection
- Views of California and the West, ca. 1867–1903, The Bancroft Library
- Museum exhibition on the history of stereographs and stereoscopes (1850–1930)
- Ii stereoscopic selfies from 1890
Source: https://en.wikipedia.org/wiki/Stereoscopy
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