Today we have the hardware and software needed to enable 3D displays with previously made video games, movies, animations, industrial applications, and much more. These technologies are based on existing off the shelf consumer products.
3D History
In June 1838, Sir Charles Wheatstone addressed the Royal Scottish Society of Arts on the phenomena of binocular vision. Wheatstone showed that horizontal disparity (objects at different distances) was an effective depth cue by creating the illusion of depth from flat pictures that differed only in horizontal disparity. To display his pictures separately to the two eyes, Wheatstone invented the stereoscope. His mirror stereoscopic viewer required that both pictures in the pair be reversed laterally. In describing the equipment he said: "I...propose that it be called a Stereoscope to indicate its property of representing solid figures. The word "stereo" comes from the Greek word "stereos" which means firm or solid. Wheatstone's actual stereoscope is preserved at the Science Museum in London.
Additionally, some methods, such as time sequential left/right eye addressing (active glasses), will negatively affect viewer's vision systems and cause discomfort to various degrees. Because the left and right eye shutters in the glasses alternately open and close to assure each eye sees only the appropriate image, the brain must work overtime to compile these sequential images into one image that ultimately shows the 3D effect. This extra demand on the brain leads to nausea and headaches. Extreme cases, like photosensitive epilepsy (PSE) may cause lasting vision defects and may even require hospitalization (Pokemon Incident). Nevertheless, for critical data acquisition and tasks that can not be carried out otherwise, such as laparoscopic surgery or complex molecular modeling, doctors, engineers and scientist will resort to time sequential 3D viewing. Because 3D effects with such professional equipment can be compelling, users can minimize the associated discomfort by using the equipment for short intervals and by limiting theoverall viewing time. In the entertainment industry, 3D movies were released as early as 1915. Although during the past century StereoViewing Equipment and content was developed for entertainment, these efforts all fell short of expectations in image quality and viewing comfort.
With the promise of compelling content, 3D monitors are becoming consumer electronics products which pave the way for 3D to enter the home, not only for gameplaying, but also for TV entertainment.
General Technical Status:
Hardware Requirements:
The good news is that everything needed for 3D Spatial Displays are commercially available, off the shelf, with a minimal need for technical support. The controls and systems are based on present day PC platform technologies yet take advantage of
Software Requirements:
Virtually any of
Video Production:
To produce a Spatial 3D Video, it is necessary to use multiple cameras that are recording from separate perspectives. There are 3 options to achieve this: 1- a standard 2D camera image and a post-produced depth map; 2 ? a dual/side-by-side camera setup; 3 ? a series of 8 cameras aligned on a single mount in parallel.
Web References:
http://www.imax.com/chicago/theatreinformation/imaxexperience.html
http://www.vision3d.com/stereo.html
http://www.optometrists.org/visuallearning/vision_therapy.html
http://www.samsungsdi.com/contents/en/product/3d/structure.html
http://www.3dgear.com/scsc/movies/firsts.html
http://www.reald.com