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  • 1. Course Outline
    • Introduction: History and Physiology
    • 2. Construction Glasses-free 3D Displays
    • 3. Multi-view Rendering using OpenGL
    • 4. Multi-view Interlacing using GLSL
    • 5. Designing Content for Glasses-free 3D Displays
    • 6. Emerging Technology
    • 7. Q & A and Demonstrations
  • Source DataStereo Cameras
    Stereo cameras (commercial and improvised) are common
  • 8. Source DataLight Field Cameras
    Many researchers/hobbyists have built their own solutions to capture light fields
    The PointGreyProFusion is one of the few commercially available
    Stanford
    MIT
    PointGreyProFusion
    Make Magazine
  • 9. Source DataRendering in Matlab and POVRay
    See Section 2
    viewer moves right
    viewer moves up
  • 10. Source DataRendering in OpenGL
    Technical details in Section 3 & 4
  • 11. Rendering Tips
    Accommodation & Object Placement
    Placing objects farm from the plane of focus is uncomfortable
    Screen
    Focal Plane
    Virtual Object
    Example in Anaglyph Viewer
    Displays with limited DOF: objects further from screen plane are blurred
  • 12. Rendering Tips
    Comfortable Vergence
    Limit distance of virtual object to viewer
    Limit rate of change in scene distance
    Screen
    Focal Plane
    <1 m/s for distant objects
    Kirshnan, V. V., Stark, L. A heuristic model for the human vergence eye movement system, IEEE Trans. BioMed, 1977.
  • 13. Rendering Tips
    Camera Model Choice
    Wrong for flat screen display
    Off-axis parallel projection
    Rotate and translate – Toe-in
    Disadvantages of toe-in
    • Distortion between views
    • 14. Camera distance to most objects change
    • 15. Off axis objects will have different perspective projection
    • 16. Puts ‘infinity’ at axis of rotation
    • 17. Requires user to focus beyond infinity
    • 18. Some find diverged eyes uncomfortable
  • Rendering Tips
    Clipping and Degenerate Cases
    Avoid cases that cause a view to differ greatly from its neighbor
    Left
    Right
    Left
    Right
    Pillar pointing at viewer
    Clipped by edge of screen
    Also watch out for
    • Don’t exit in front of screen plane
    • 19. More comfortable behind screen
    • 20. Avatar does a good job with this
    Also watch out for
    • Far objects clipped by near object
    • 21. Edges of hallways, tunnels, tubes, etc
  • Warzone: GL Game Conversion
  • 22. Course Outline
    • Introduction: History and Physiology
    • 23. Construction Glasses-free 3D Displays
    • 24. Multi-view Rendering using OpenGL
    • 25. Multi-view Interlacing using GLSL
    • 26. Designing Content for Glasses-free 3D Displays
    • 27. Emerging Technology
    • 28. Q & A and Demonstrations