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- (c) Copyright 1989-1999 Amiga, Inc. All rights reserved.
- The information contained herein is subject to change without notice, and
- is provided "as is" without warranty of any kind, either expressed or implied.
- The entire risk as to the use of this information is assumed by the user.
-
-
-
- STEREOSCOPY AND THE AMIGA
-
- by Tracy McSherry
-
-
- Visual information comes to the brain from over seven million rods and
- cones in the eyes that receive light through an adjustable lens and
- aperture system. All this information is processed by the brain in
- real-time to produce an integrated image. Visual depth perception
- is part of that processing. Depth perception is achieved through
- visual cues intrinsic to a binocular visual system.
-
-
- DEPTH PERCEPTION
-
- These depth cues include Convergence, Binocular Disparity, Accomodation,
- Motion Parallax and Pictorial Clues.
-
- o Convergence is a depth cue from the interocular angle formed by the
- eyes looking at an object. Through trial and error over many years
- you have learned to estimate the distance of close objects by
- triangulation and feedback from the muscle tension and eye position
- of crossed eyes.
-
- o Binocular Disparity is the variance in images caused by the different
- path of light entering each eye. Slightly different angles, sizes,
- positions, brightness and color values all result from the displaced
- geometry of each eye. The two images are compared and fused and the
- difference is interpreted to give a depth perception.
-
- o Accommodation refers to the adjustment in focus by the lens
- muscles straining on the lens. Here, feedback that results in a
- sharp image can also give depth information. This doesn't get
- used much in computer displays since the image plane is constant -
- the monitor doesn't move.
-
- o Motion Parallax is a cue from the angular relative motion that is
- affected by distance. The best example of this is driving down
- the street and seeing the stripes race by while the far away
- objects appear to move slower. Motion Parallax provides a very good
- 3D effect on a computer display and does not require 3D glasses.
-
- o Pictorial Clues include matting or overlapping, shading, horizons,
- perspective, scaling, texture, blurring, contours and shadows.
- Pictorial Clues also work well in computer applications and do not
- require special glasses.
-
- You can demonstrate the effect of some of these depth cues on yourself.
- For instance, hold your finger straight up in front of your face. Now
- close your left eye keeping your right eye open. Switch eyes and
- your finger should appear to jump. The farther away the object, the
- smaller the jump. This is called parallax - the separation of the eyes
- gives each a slightly different image and perspective.
-
- By trigonometry we know that given one side and two angles, any triangle
- can be defined. The distance between a person's eyes remains constant,
- so the brain learns to use the relative angles of the eyes as a clue to
- how far away an object is - this is the convergence depth cue.
-
- For instance, when you look at an object which is very far away, there
- is no pronounced difference between the two images from each eye. The
- interocular angle is close to zero and the eyes look out almost parallel
- to each other. The brain uses all this information in gauging depth.
-
- Here is another example you can try. Hold one finger up at arms length
- and the other halfway in between. If you look at one finger, you see
- two images of the other. Since the eyes can only focus and cross at one
- distance at a time, anything out of focus must be at another depth. The
- brain uses this as another depth cue.
-
- Another example you can try is called the "floating finger". Put your
- hands one foot in front of your face with your index fingers pointing at
- each other. Now look out at something past the tip of your fingers, at
- least three feet away. If you focus on the distant object you should see
- a third finger "floating" between the other two. Of course you can
- concentrate and ignore one image over the other or shift focus and resolve
- one image. But this shows how easily the brain integrates dual images,
- sometimes producing a new object that isn't really there. By taking
- advantage of the how the brain processes visual data, we can produce
- realistic 3D effects on the Amiga.
-
-
- 3D EFFECTS ON THE AMIGA
-
- Three dimensional imaging is implemented on the Amiga by creating two
- separate views for each eye. The two images are displayed alternately
- with the Amiga's interlace mode. The display is viewed through a pair
- of stereoscopic glasses such as the LASER GAMESMANSHIP STEREOSIGHT GLASSES,
- the HAITEX X-SPECS 3D visor, or a suitably modified pair of SEGA 3D glasses.
-
- Using a field sequential approach, the liquid crystal shutters in the glasses
- separate the interlaced display into a left view and a right view. The
- liquid crystal shutters are synchronized with the interlace screen so that
- each eye sees a separate field - a noninterlaced medium resolution picture.
-
- The brain integrates the two views, merging together the objects identified
- as the same object by crossing the eyes until the overlap makes a single
- object. Since the eyes are crossed either more or less than they would be
- normally when looking at the screen, the stereo image appears either closer
- or farther away.
-
- The stereo objects that merge also seem to be more in focus. Other objects
- remain doubled unless they have the same separation or effective parallax.
- The brain assumes these other objects are out of focus and ignores them the
- way it is used to doing. Some people don't expect this to happen on the
- computer screen when there are two objects at different depths.
-
- Note however that the eyes focus on the screen surface as a single image
- plane. Since the computer screen does not move, the eyes will not change
- focus as you look from one object to another. Hence, Accomodation cues
- cannot be simulated. With stereo imaging we can only play with the
- convergence.
-
-
- SIMULATING CONVERGENCE
-
- Independent control of what each eye sees makes it possible to simulate
- convergence. To see how this works, consider a few examples. Think in
- terms of a triangle with the base of the triangle the line between your
- eyes. (Hopefully we can take that distance as a constant!) If you don't
- move your head, the distance to the monitor is constant. Assume that the
- bridge of your nose is directly in front of the center of the monitor
- as in Figure 1. In this case the image appears at the same depth as the
- screen, because both eyes see an identical image and the visual cues
- correlate and reinforce the depth perception.
-
-
- ----------------------INSERT FUGURE 1 HERE-------------------------
-
-
- By offsetting the two images so the eyes cross as in Figure 2, the
- convergence indicates that the object is at the point where the eyes cross.
- In this case the virtual image appears closer than the screen. This can be
- reinforced by giving a different view or perspective of each stereo image.
- This is a good effect but crossing the eyes too severely, too often will
- cause the eye muscles to strain and should be avoided.
-
-
- ----------------------INSERT FUGURE 2 HERE-------------------------
-
-
- More common and easier on the eye is the opposite separation as in Figure 3
- where the eyes cross past the plane of the screen. In this case the virtual
- image appears farther away than the screen.
-
-
- ----------------------INSERT FUGURE 3 HERE-------------------------
-
-
- At the extreme, if the screen images are almost six centimeters apart,
- the eyes are looking straight ahead as in Figure 4. In this case the
- virtual image appears at infinity.
-
-
- ----------------------INSERT FUGURE 4 HERE-------------------------
-
-
-
-
- ON MAKING 3D IMAGERY
-
- The nice thing about doing stereoscopic images on the AMIGA is the number
- of 3D rendering packages. All of them can be used to generate stereoscopic
- images, by moving the camera or the observers position. Unfortunately none
- of them currently fully support stereo imaging and so they allow you to make
- embarrassing mistakes.
-
- To get the best results, the camera movement should be small and understated
- to avoid inducing eye strain or confusing the viewer. Excessive parallax
- will prevent comfortable viewing and is usually unnecessary.
-
- Use stereo effects with discretion. If you did a stereoscopic drawing
- right now, would you put everything in the drawing in 3D? You only want
- to make the focal point of the picture finely detailed - this could include
- stereo effects but don't apply 3D to everything just because you've paid
- fifty dollars for a pair of glasses.
-
- Proper use of stereo images can make a complex screen display appear
- simple by allowing the eyes to look at it a layer at a time. But
- remember, there is no magical way to increase the amount of information
- the interlaced display puts out, so keep in mind that an increase in depth
- perception costs in detail or resolution. Conversely we can provide more
- information at different depth levels if detail is not important.
-
- For CAD and circuit layout, depth information is critical and can make life
- much easier. For a nice picture of an orange, color and resolution are more
- important. To create realistic action and interactive entertainment, a
- compromise is in order.
-
- When doing three dimensional or stereo displays you have to take care to
- avoid inducing eye strain or confusing the viewer. Try crossing your eyes
- and then looking at something. You'll notice a fairly long period of
- unfocused viewing. You don't want to quickly change the separation of
- your stereo images or you might induce the same effect.
-
- Avoid conflicting information. Big cars and small buildings will do more
- to give wrong information than you can compensate for by stereo images.
- It will always seem that the cars are closer than you want them to be.
- Putting an object in front of another object means it is closer, no
- matter what other clues you add.
-
- A temptation exists to try to use stereo pairs as the only clue to depth.
- You need to remember that although you can get depth information from
- many different types of cues, the best perception of depth is achieved
- when several are used in conjunction. Size, shading, perspective and
- peripheral clues are just as important. Careful use of each will
- maximize the effect and really enhance your applications.
-
- With careful manipulation of objects and experimentation, you can create
- stunning stereoscopic images and given, the power of the AMIGA, even
- stereoscopic animations and games.
-
-