Stereoscopic 3D visualization on planar displays Stefan...
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Stereoscopic 3D visualization on planar displays
Stefan Seipel
2015-11-13
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Omnipresence of stereo 3D
Movies Industry pushing for modern 3D technology Consumer electronics industry pushes 3D TV Need your own content? You need a 3D camera! You got a 3D camera? Need a 3D picture frame! You’ve got all this? Buy a 3D mobile phone!
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Early adopters of modern stereoscopy
G.R.A.P.H. Table Uppsala Univ. (1999)
3D Table at HiG GraphiX Center (2002)
Computer Sweden, 20th of October 2004 3D GIS, GraphiX Center, 2011
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How does it work?
Human stereoscopic vision Some available techniques
How can we get the best out of it?
Learning from other fields helps creating great content
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When converging on an object at some certain distance, a point at some different distance in the scene will appear on the retina with some horizontal disparity. Stereopsis :merging two retinal images into one 3D image by evaluating horizontal disparities. Retinal disparity (retinal image) vs. Stereo parallax (stereographic image)
Viewing in the real 3D world
IPD
Verg
ence
Dis
tanc
e
1θ
2θ
left ”retinal image” right ”retinal image”
The perceptual basis for stereoscopic displays
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Perceptual issues of stereoscopic displays
Viewing virtual 3D images on a 2D screen is different.
All pixels have actually the same distance to viewer!
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The perceptual basis for stereoscopic displays
Parallax: Viewing on plano-stereoscopic displays Parallax is lateral displacement of homologous points on the planar display.
Zero Parallax
Converging at a point on a display surface causes homologous points on display to have zero parallax.
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The perceptual basis for stereoscopic displays
Positive Parallax
Converging at a virtual point behind the display surface causes homologous points on display to have positive parallax. This point is said to be in screen space.
Parallax: Viewing on plano-stereoscopic displays Parallax is lateral displacement of homologous points on the planar display.
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The perceptual basis for stereoscopic displays
Negative Parallax
Converging at a virtual point in front of the display Surface causes homologous points on display to have negative parallax. This point is said to be in viewer space.
Parallax: Viewing on plano-stereoscopic displays Parallax is lateral displacement of homologous points on the planar display.
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The perceptual basis for stereoscopic displays
Converging the eyes’ axes on a real point in 3D space implies verging the eyes towards that point. The neuro-muscular functions to control vergence are also evaluated to assess distance.
The relationship between convergence and accomodation
The point is kept in focus by adjusting the lens (accommodation).
Under normal natural viewing conditions, accomodation and convergence correspond. The correspondence of convergence and accomodation is habitual an can be voluntarily put out of function (crossing the eyes).
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One dilemma of stereo-graphic 3D images
The accommodation – convergence conflict
Keeping homologous points on screen in focus requires accommodation at screen distance Ds.
Ds In natural viewing of the real world accommodation and convergence are coupled processes. But: Seeing plano-stereoscopic 3D images correctly, requires accommodation and convergence on different distances. Pixels on screen have ”fixed” distance to viewer
Accommodation is a neuromuscular function of the ciliari muscles controlling the lens.
Convergence is a occulo-motoric function.
Dc
To support fusion of homologous points, the eyes must converge at Dc – the distance to the virtual point.
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Avoiding AC-Conflict
In practice comfortable stereo graphics is a compromise
Stereoscopic Comfort Zone
Comfort
Visual Discomfort
Visual Discomfort
Screen
Fixed Variables: Focal distance to screen Maximum tolerable parallax ⇒ larger depths in screen space ⇒ limited depths in viewer space
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The perceptual basis for stereoscopic displays
Summary: • Regions in a stereographic image with high parallax cause retinal disparity, which is one cue for perceiving depth in a scene. • Stereo parallax and retinal disparity are related • The brain can fuse binocular retinal images into one spatial image (stereopsis)
• Equivalently, there are limits to display parallax. (e.g. 1,5° of visual angel Lipton[1991]) • Viewing non-zero parallax images on plano-stereoscopic displays infringes the accomodation/convergence relationship learned in natural viewing.
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Practical issues in stereo graphics
Lipton [1991] – Parallax Control Don’t exceed parallax values of more than 1.5° visual angle (rather than using explicit parallax values on screen).
R
L 1.5°
Viewing distance D
On-screen parallax osp
D [cm] 50 75 100 200 300 400
osp [cm] 1,31 1,96 2,62 5,24 7,86 10,47
Practical examples for on-screen parallax values:
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Practical issues in stereo graphics
Virtual spatial depth due to observer distance and limited parallax. Negative parallax situation: Allowable spatial depth d towards viewer space
IPD
View
ing
Dis
tanc
e D
1
...
+
=
−=
osp
IPD
Dd
dDd
IPDosp
d
osp
Example for IPD = 6,5 cm D [cm] 50,00 75,00 100,00 200,00 300,00 400,00
osp [cm] 1,31 1,96 2,62 5,24 7,86 10,47
d 8,38 17,40 28,72 89,24 164,17 246,83
d/D 0,17 0,23 0,29 0,45 0,55 0,62
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Practical issues in stereo graphics
Virtual spatial depth due to observer distance and limited parallax. Positive parallax situation: Allowable spatial depth d into screen space
IPD Vi
ewin
g D
ista
nce
D
==
+=
− 1
...
osp
IPD
Dd
dDd
IPDosp d
osp
Example for IPD = 6,5 cm
D [cm] 50,00 75,00 100,00 200,00 220,00 245,00
osp [cm] 1,31 1,96 2,62 5,24 5,76 6,42
d 12,61 32,47 67,47 829,45 1714,79 18612,49
d/D 0,25 0,43 0,67 4,15 7,79 75,97
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Practical issues in stereo graphics
Remember: Values sometimes seen as a rule of thumb/best practice in specific situations. (Lipton’s seem to work for many VR applications) Values do not generally apply for all viewing conditions (Desktop Viewing, Head-Mounted Displays, Cinema have different convergence distances) Once you know the basics, composing stereoscopic images is an art, not a science. (Lenny Lipton,1991)
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Practical issues in stereo graphics
Does my desktop 3D application also work in the VR theatre? Many visualization applications are parameterized to work in stereo on desktop systems. Example: 17” screen approx. 34 cm wide. Application creates maximum parallax of 2 cm, which is comfortable when viewed from approx. 70-80 cm distance. You bring your application to the computer in the VR theatre, without altering viewing parameters. The stereo-picture is now blown up to 3 meters horizontal size i.e. 850%. Maximum parallax on the projection screen is now 17,14 cm. According to Lipton’s recommendation for parallax of max. 1.5°, the observer should be seated at least 6,6 meters from the screen! Note: Viewing parameters for stereo-viewing do NOT scale linearly!!!
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A general problem in computer graphics
Viewing metaphor in use is not suitable for VR and stereo 3D!
Traditionally the field of computer graphics has adopted the metaphor of a synthetic pin-hole camera Projection math is then * based on central perspective projections * adapted to parameters such as horizontal and vertical field of view … even worse: focal length and aspect ratio This is manifested in industry standard APIs (e.g. OpenGL/GLUT, ”gluPerspective”) Standard stereo render mode in vtk is based on central perspective projections
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A general problem in computer graphics
What is wrong with a camera model?
1. The scale level in recording/synthesizing an image is not related to the spatial relations between observer and display during presentation. This is usually not a problem in monoscopic graphics, but in stereo it is! (parallax and convergence issues, discussed before) Example: Hyper-stereo and excessive parallax when photographing a frog from 30 cm distance with a IPD of 6 cm and display on a 4m x 3m screen. What focal length is applicable for visualizing atoms and molecules?
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A general problem in computer graphics
What is wrong with a synthetic camera model?
2. Binocular viewing of (projected) plano-stereoscopic displays requires off-axis projected images
typical setup for camera based
stereo
Individual, non co-planar projection planes
Same display plane when viewing both images
Left eye Right eye
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A general problem in computer graphics
What is wrong with a synthetic camera model?
2. Binocular viewing of (projected) plano-stereoscopic displays requires off-axis projected images
typical setup for camera based
stereo
Projection images on individual focal planes
Left eye Right eye
Projection images as apparent on display plane
Apparent virtual object
Real object
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A general problem in computer graphics
What is wrong with a synthetic camera model?
2. Binocular viewing of (projected) plano-stereoscopic displays requires off-axis projected images
typical setup for camera based
stereo
Co-planar projection planes -> require off-axis projections
Left eye Right eye
Real object
Apparent virtual object
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A general problem in computer graphics
What is wrong with a camera model?
3. A camera model with central perspective projection assumes the viewer to be located in front of the center of the image
”Correct” viewing position ”Incorrect” viewing position Single view with centric position
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What can we do about it?
Presentation of 3D objects on planar 2D displays requires generally an arbitrary relationship between the projection (=presentation) plane and the center of projection (=observer´s eye). This viewing metaphor is called ”Window-on-world”, short WoW or “Fish-Tank Virtual Reality” A WoW assumes generally an off-axis projection The result of off-axis projection is an anamorphic image which ,viewed from the CoP, appears geometrically undistorted. Anamorphic images are not only compelling in computer graphics…
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http://www.julianbeever.net/
Works of the famous artist Julian Beever
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How can I accomplish good off-axis projections?
A metrically correct Window-on-world projection requires
a) the relation between window and observer position to be modeled at the same level of scale (same WCS)
b) requires a parameterization of an appropriate off-axis projection matrix
c) zooming of objects in the scene is accomplished through manipulation of object parameters rather than viewing parameters
A) and b) usually require that you implement the projection pipeline into your Vis-App yourself to be sure that the job gets done right.
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How to parameterize an off-axis projection matrix?
nearfarnearfarD
nearfarnearfarC
bottomtopbottomtopB
leftrightleftrightA
−⋅⋅
−=
−+
−=
−+
=
−+
=
2
glFrustum(left,right,bottom,top,near,far);
Using built-in OpenGL frustum function
−
−⋅
−⋅
=
0100000
020
002
C
Bbottomtopnear
Aleftright
near
P
(observer at origo, facing towards –z, near defines proj. plane)
left
right top
bottom
near
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In-proper interaction between 3D content and screen surround destroys illusion: Virtual 3D object intersects with screen borders. Contradictious 3D cues Stereo-disparity says: “object is in front of screen” Object occlusion by surround says: “object is behind the screen”
Sabotaging a good 3D illusion
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Giving to much freedom to the user when interacting…
Sabotaging a good 3D illusion
…can cause hyper-parallax and diplopia
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Example of dynamic perspective conditions
First person view with dynamic perspective Alternate observer’s percept
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Summary: Cues for 3D image generation?
Correct stereo is only one of many spatial cues Correct parallax (software)
Projector adjustment/image alignment (hardware) Scaling conditions (sw + hw)
Interference with surround
Utilize shadows, shading
Exploit motion parallax Object rotation creates strong optic flow
Keep noise or small spatial features/structures in e.g. 3D images
objects with lack of spatial freq. ? -> use textures Try to use dynamic perspective conditions
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3D Display Categories
True Volumetric Displays
Stereographic Displays (2 projected planar views)
Single Display Plane Multiplexed
Dual Display Immediate Mode
Temporal MUX Spatial MUX Chromatic MUX +
Spectral MUX
Polarization MUX
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Time Multiplexed Stereo Image Pair
V-Sync at 60 Hz
Addidional V-Sync at 120 Hz (enforced with sync. doubler)
open
clos
e
clos
e
open
Active Shutter Glasses (LCD-Shutters)
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Temporal Multiplexing and “Ghosting”
0%
100%
0%
100%
Shutter Opacity Left Eye
Shutter Opacity Right Eye
Pixel Intensity (Phosphor)
Open Right Close Left
Open Right Close Left
Open Right Close Left
Close Right Open Left
Close Right Open Left
Two Pixels are Drawn On-Screen: Purple Pixel for the Right Eye Green Pixel for the Left Eye 120Hz screen refresh rate
t
t
t 8.3 ms
Left eye sees purple pixel due to after-glowing Right eye sees green pixel due to shutter response
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Color Encoded Stereo Image Pair
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Chromatic Multiplexing - Anaglyph Technique
Images curtsey: http://axon.physik.uni-bremen.de/research/stereo/color_anaglyph/index.html#ana
Encoding: A stereo image pair is combined into one so called anaglyph. The left eyes view is encoded with the red colour component. The right eye view is encoded with the complementary colour i.e. green And blue colour components.
Decoding: The left eye uses a red colour filter that passes through dominant red components. The right eye uses a cyan colour filter that passes through dominant blue And green components.
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Chromatic Multiplexing - Anaglyph Technique
Conventional filter materials are used to separate the color spectra of a stereogram. Image splitting by chromatic separation.
spectrum of the red filter
spectrum of the cyan filter
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Spectral Filtering – Infitec Teknology
More info at: http://www.infitec.net/infitec.pdf
Narrow band spectral filters allow different sub-bands of the tri-stimulus spectra. Advantage: Filterbased optical multiplexing which provides ”natural color” stereo image separation.
Left eye Spectral filter
Right eye Spectral filter
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Spatial Multiplexing
VR-3100
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R R L
L R L R L R L R
L R L R L R L R
The stereo image pair is presented on alternating pixels, pixel columns, or scan-lines. Optical arrangements are used to block-out the the wrong image for the corresponding eye. Effective resolution is reduced.
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Stereo-rendering in vtk
Classes involved in stereo rendering in vtk: vtkRenderWindow - contains a flag that indicates stereo-rendering - responsible for the output of stereo image pairs on screen - offers a variety of image multiplexing modes vtkRenderer - contains a flag that indicates stereo-rendering - manages rendering several passes - does not contain any else relevant information for stereo rendering vtkCamera - contains actual viewing and projection matrices - standard built-in support for stereo viewing - allows ”digging deeper” , internals poorly documented
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Example of methods to control stereo parameters in vtk: vtk:RenderWindow ::StereoCapableWindowOn() ::StereoRenderOn() ::SetStereoType() ::SetStereoTypeToAnaglyph() ::SetStereoTypeToInterlaced() ::SetStereoTypeToCheckerboard() ::SetStereoTypeToCrystalEyes() vtkCamera ::stereo ”flag indicating stereo rendering” ::SetEyeAngle(double) ”set separation between eyes in degrees” ::SetUseOffAxisProjection(int) ”off axis viewing frustum is used” ::ComputeOffAxisProjectionFrustum() ::SetEyeSeparation(double) ”used for OA projections, default 0.06” …
Stereo-rendering in vtk
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Stereo-rendering in vtk
# This program demonstrates how VTK can be used # to render a text # The user can also interact with the text by # using the mouse # load VTK import vtk # Create a Text source and set the text text = vtk.vtkTextSource() text.SetText("UPPMAX") text.SetForegroundColor(0.6,0.2,0.2) # Create a mapper and set the Text source as # input textMapper = vtk.vtkPolyDataMapper() textMapper.SetInputConnection(text.GetOutputPort()) # Create an actor and set the mapper as input textActor = vtk.vtkActor() textActor.SetMapper(textMapper) # Create a renderer ren = vtk.vtkRenderer() # Assign the actor to the renderer ren.AddActor(textActor)
# Create a rendering window renWin = vtk.vtkRenderWindow() # Add the renderer to the window renWin.AddRenderer(ren) # Set the name of the window (this is optional) renWin.SetWindowName("Hello World!") # Enable stereo rendering renWin.StereoCapableWindowOn() renWin.SetStereoTypeToInterlaced() renWin.StereoRenderOn() # Make sure that we can interact with the # application iren = vtk.vtkRenderWindowInteractor() iren.SetRenderWindow(renWin) # Initialze and start the application iren.Initialize() iren.Start()
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Some references
Additional reading for this lecture: http://www.cs.unc.edu/Research/stc/FAQs/Stereo/stereo-handbook.pdf Research community in stereoscopic/3D displays http://www.stereoscopic.org/2015/index.html