NOTE: The side-numbers used below are the ones used by your pdf reader, not the ones given on the slides. This seminar was held autumn 2009 Slide 1: Note that I cut away the original first slide since it only contained some informations on how I wanted to present the seminar. That's why it's beginning with slide 2 now. Slide 2: Hollywood conducted a study on how many went to the 2D version of a movie and how many went to its 3D counterpart, if both versions were showed in the same town (alt. area of town for large metropolitan areas). Although ticket prices for 3D were larger and there were normally less 3D than 2D cinemas in the areas, the majority went to the 3D version of the movie. Unfortunately I couldn't find a link to the original study, only some articles in online magazines. Two things should be considered here however: 1. It was probably not possible to pirate copy the 3D versions of the film. Therefore only the 2D version might have suffered from file sharing. 2. This study is aimed at 2D cinemas to persuade them to switch to 3D. Hollywood wants 3D. Not only do they hope that it might make up for their losses in recent years, they also use 3D as argument to sell digital systems to the cinemas. Many cinemas still use analogue techniques and don't want to switch since it costs them money. However, fabrication and distribution of digital movie media is less expensive than analogue, so Hollywood would benefit from not using film reels anymore. Slide 3: Quality aspects: of course the display systems are constantly refined. The quality got much better over time, especially eye strain and artifacts were reduced compared to earlier systems. Side 6: Motion parallax is widely considered as one of the most important 3D cues. Its effect is demonstrated in [1]. Eye fatigue is probably the most important problem of 3D vision systems. The focus aspect however is something which is only seldomly taken into account. A more detailed explanation of it (along with an example) can be found in [2]. This aspect should be examined further in a study. Side 7: see also [3]. Slide 9: see also [4]; the pictures were taken from there. I don't trust this study too much, since only few subjects were involved. Especially the right-eyed vs. left-eyed aspect seems to have some strange results. But what we can learn here in any case is that a higher quality observed by one eye can cancel out a lower quality observed by the other. Slide 10: For more usage studies see [5], and maybe [6] (also it is more about mobile 3d). Slide 11: picture taken from [7]. The little portable picture boxes for children which have 2 eye holes and present a variety of threedimensional pictures are based on this technique as well. Slide 12: picture taken from [8]; it shows a stereoscope from the 1893 World's Columbian Expedition. Note that the technique itself outdates photography. Slide 13: VFX1: a virtual reality system from the late 90s aimed at private usage (picture taken from [9]). It wasn't a big success however. See also [10]. NASA uses VR for different purposes like training and remote control of robotic equipment. Picture taken from [11], see also [12]. Slide 14: Picture taken from [13]. Slide 15: More scientific correct would be of course “wavelength multiplexing”. Slide 16: The acer laptop was rumored to be released already this year [14] (picture taken from there as well). A first look of it can be found in [15]. Asus seems to offer something similar[16] though I heard it uses actually polarization (see page 19+). These are the first laptops following Nvidias specifications, but not the first ones with 3D displays ever. Others can be found from e.g. Sharp[17]. Stationary systems using Nvidias technique are also already available, e.g. from Samsung or Viewsonic. More information can be found under[18]. Slide 17: The technique used by SEGA[19] works unfortunately only for old tube TV sets. Of course, the image and 3D quality of the new laptops / computer screens is much increased compared to the old Master System. Slide 18: After-image: due to switching time of the LEDs. Slide 19: This movie caused a 3D craze which wouldn't hold however. Picture taken from [20]. Slide 20: The company producing the IMAX 3D technology is RealD[21]. The same also outfits Sweden's SF cinemas (if they are 3D capable). For an explanation of light polarization see wikipedia [22]. Slide 21: The report can be found under [2]. Slide 22: Picture taken from [23] (which contains a good introduction to the field). In the left, the parallax barrier works like a pinhole camera which lets each eye view a different image. In the right, the same effect is achieved by a concave glass which diffracts the light rays in different directions. Slide 23: Brightness and crosstalk have to be balanced out for a good display. Since the LEDs emit a cone-formed beam their light might “leak” to the sides. Removing this (e.g. by using narrower slits) reduces crosstalk, but also the brightness. Slide 24: Although it is easily possible to introduce motion parallax, this is only very seldomly done. There are many papers on introducing motion parallax by the use of head tracking and others on single user autostereoscopic displays using head tracking to adjust the stereo images, but I could only find one paper combining the two [24], which was also more about data reduction via view selection. Slide 25: Picture taken from [25]. Note that it is partly wrong: you will probably never have a whole view between your eyes with current systems. Note also that the different manufacturer handle the definition of “view” differently. While for some it means only one image, others use it to describe a pair of images with which a stereoscopic effect can be achieved. This gets even more confusing with newer displays (see below). Slide 26: Guardbands: to avoid stereo inversion, a “black area” is introduced between the different views, where no image is projected, which means of course that the viewer will only received an image at one eye when he is partly in that area. Note that most modern displays use a different technique to solve this problem: they define that there is a distant of 5 to 6 cm between the views (which corresponds to the average eye distance), thus allowing each vimage to be either a left or a right image. Example manufacturer for these displays are Spatial3D[26] (which somehow seem to be connected to Wazabee[27] and Experience3d[28]), Zerocreative[25] and Alioscopy[29]. I heart the last one delivers quite good displays, but have never seen any kind of comparison. These kind of displays are already used, mainly for advertisements at e.g. airports or exhibitions. Actually, advertisement is most likely the “killer applications” for them: the 3d effect is eye catching, but since it wears out quickly and the displayed content might not be to interesting, probably nobody will look long enough at them to notice their shortcomings. For a demonstration of such systems see [30], which is further described in[31]. Slide 27: Note that the pixels in these displays are distributed among the different views, i.e. the resolution is divided by the number of the images. Slide 28: see also [32]. Google has a book preview which actually contains the part on super multiview. I have never heard about anyone who actually built such a display. The few I found in the literature are more holographic displays. However, there might be a different solution for this problem. Setred [33] developed a new multiview autostereoscopic display where they use a kind of slit mask that is moving horizontally. At any time, the pixels behind the slit can only be seen on a certain position is space (a little bit like the parallax barrier mentioned earlier.) Thus it is possible to use time multiplexing of different views as well, thus decreasing the resolution reduction of multiview autostereoscopic displays. Slide 29: Voxel is the threedimensionel equivalent to the pixel. It can be seen as a pixel with an additional z coordinate. In swept volume displays, the number of voxels is used as a kind of a threedimensionel resolution. Slide 30: Image taken from [34]. This display from the mid-nineties had actually 800000 voxels on a 91,4 cm big helix and full color. It was developed for the US Navy to e.g. display the sea ground for navigation of submarines. See [35] for a demonstration of these kind of displays. Slide 31: Perplexa display from Actuality Systems[36], see also [37] (and [38] for a demonstration; note however that the 3D effect gets lost in the 2D video). I heard that they have one of these in the lab of CSI Miami (tv series). I don't know however how realistic it is. Slide 32: 3D cube, image taken from [37]. I saw equivalent systems which were using LEDs instead of a projector & multiplanar element. Note that these systems have a noticeable cardboard effect when there is a big distance between the different sheets. On the other hand, having a small distance might lead to a bad depth resolution. Slide 33: Pictures taken from [39], were this system is described further as well. Slide 34: Unfortunately I didn't found any paper on this, only a magazine article ([40]; pictures taken from there as well) and a youtube clip ([41]). The youtube clip has trouble catching the 3D effect however, and it looks to me that there are less than 100 plasma balls in the air at the same time as promised in the magazine article. Note that the sound is typical for this system. By the time I wrote the presentation I thought it was the nearest that we come to freestanding holograms. However, I was wrong. See [42]. Here very fine water drops are used to diffract the image of a projector. Note that this is not a 3D display however. It could maybe made to one though, but that would involve to solve a lot of obstacles. Slide 35: For an explanation on how holograms work see wikipedia [43]. The images were taken from there as well. Note that holograms are very dense packed with data, that's why the technique is also used in storage media like e.g. blueray. For our purpose this is of course a disadvantage. Other volumetric displays suffer from similar problems. However, the data can be compressed quite easily. More on that later. Slide 36: Right picture taken from [44], with modifications. This technology is probably out of date, especially since there seems to be no such system that was using different colors (simultaneously). Note however that it is not necessary to film the object using the reference light like it is done in real holograms, at least theoretically. If the parameters of the lightning used for the filming are known, and the ones of the display system, it might be possible to artificially create the correct lightning by digital signal processing. I couldn't find any papers on this though, robably because such systems are dated, as mentioned earlier. Slide 37: Picture taken from [45]. This is more how a future holographic system might look like. Using acousto-optic modulator (aoms) and optical elements, the lightning rays are diffracted to create the lightfield of a hologram. Note that it is a scan based system (like in tube television and older computer monitors), so it is susceptible to flicker. And it is not available yet with color (although it is pointed out in the paper that it should be easily possible to introduce that). However, it is the most state-of-the-art effort in this area that I could find. Slide 38: The systems on the market are of course swept volume displays. Slide 39: There are several different predictions on what will happen to 3D, from pessimistic (the bubble will burst as it always did before) to optimistic (3D will be in every home in only a few years). This is the scenario that I myself think is most probable. Glass based systems will be available very soon, but 3D won't receive widespread acceptance for home applications until glasses-free systems will be available that won't suffer from any shortcomings. As it looks now, this will be either supermultiview or electroholographic displays. Both Sony[46] and Philipps[47] announced to produce glasses-based tv sets, which will be available from next year. Both are using polarization. Note that Philipps also showed a prototype using shutter glasses. From a technological viewpoint, I would give the edge to polarization, since these systems can be designed to be 100% flicker and (nearly) 100% crosstalk free. Additionally, the glasses are cheaper. However, the system itself might be cheaper with shutter glasses, which might be the selling point for customer. (Since probably only early adopters will buy them anyway the price might not play such a big role though.) Philipps also only recently (summer 09) abandoned its autostereoscopic displays. Slide 40: Some definitions for the next slides. 3D can be seen as a mutiview stream with 2 streams which were both filmed from the same angle and a position that varies only in its y-part by a certain, constant distance. Slide 41: Some more definitions. Note that these are only used in this presentation, but I wanted to be able to separate the actual encoded video stream in its entirety from the different view streams it may contain. Such a definition seems to be missing in the literature. Slide 43: Picture taken from [48], where this solution is described in further detail. Slide 45: The same picture as on slide 43, but with modifications. This solution is mentioned in [48] as well as in other papers, but I couldn't find any results. Slide 48: Picture taken from [49]. Slide 49: Although it was mentioned that additional streams might be added to solve the occlusion problem in a few papers, I couldn't find any which actually does that. Slide 51: Picture taken from [50]. See also there for a more detailed description of the algorithm. Slide 52: Although this was mentioned in a number of papers, I couldn't find any which actually describe such a solution and its results in further details. The main problem is of course to choose which views needs to be transmitted and which not. Slide 54: Picture taken from [51]. There this algorithm is explained in further detail as well. It seems to be mainly based on an earlier paper [52] from (nearly) the same authors. Slide 56: Example paper [53] (and [54] from the same authors). It is a pity that they don't give any numbers on complexity. Since the performance is otherwise the same it would be interesting to know if their approach needs less complex hardware / computational power. Slide 57: An example hole filling algorithm can be found in [55]. Note that it uses a depth map which is calculated from the view stream, not given in advance. Slide 58: Picture taken from [23]. Ghosts result e.g. from the fact the LEDs can't switch from one color to the other as fast as necessary. Therefore, a little bit of one image can “spill” to the other. Slide 59: Picture taken from [23]. Slide 60: Example paper: [56]. Slide 61: The main idea of rendering for volumetric displays and electroholographic displays is to remove voxels which are either transparent and colorless or occluded. With electroholographic displays, only the fringes (lightrays with a given starting point and direction) should be rendered which actually can be seen. These can than be further subsampled. It is also possible to use some basic fringes and to get more different fringes by combining these basic fringes. For more on compression and rendering for electroholographic displays see [57].