BYO3D 2011: Welcome


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Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.
At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.
The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.

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BYO3D 2011: Welcome

  1. 1.
  2. 2. Build Your Own Glasses-Free 3D Display<br />Douglas Lanman Matthew Hirsch<br />MIT Media Lab<br /><br />
  3. 3. Commercialization of “Glasses-Free 3D”<br />Asus Eee Pad MeMO 3D<br />Computex 2011<br />MasterImage 3D<br />Computex 2011<br />LG Optimus 3D<br />Mobile World Congress 2011<br />Nintendo 3DS<br />E3 2010<br />Toshiba 3DTV Prototype<br />CES 2011<br />Sony 3DTV Prototype<br />CES 2011<br />LG 3DTV Prototype<br />CES 2011<br />
  4. 4. Course Goals<br />Unmodified LCD<br />Lenticular Sheet<br />Glasses-Free 3D Display<br /><ul><li>Understand how the human visual system perceives depth (and how to trick it)
  5. 5. Review history and recent commercialization of (glasses-free) 3D displays
  6. 6. Explain how to modify LCD panels to create glasses-free 3D displays
  7. 7. Provide OpenGL software for real-time multi-view rendering and interlacing
  8. 8. Summarize rules-of-thumb for 3D content production
  9. 9. Outline state-of-the-art in 3D display research </li></li></ul><li>What’s different from last year?<br /><ul><li>Emphasis this year is on DIY real-time, glasses-free 3D displays
  10. 10. DIY shutter glasses were covered last year (see the course website)</li></ul><br />
  11. 11. Provided Real-Time Software<br />OpenGL Anaglyphic Model Viewer<br />OpenGL Lenticular Model Viewer<br /><ul><li>OpenGL applications illustrate real-time multi-view rendering
  12. 12. GLSL shaders provided for anaglyph compositing and lenticular interlacing</li></ul><br />
  13. 13. Provided Real-Time Software<br /><ul><li>Multi-view rendering library is applied to Warzone 2100 (source is provided)</li></ul><br />
  14. 14. Provided Offline Software<br />viewer moves right<br />viewer moves up<br />POV-Ray Multi-View Rendering Scripts<br />MATLAB Multi-View Interlacers<br /><ul><li>POV-Ray multi-view rendering scripts (useful for light field rendering)
  15. 15. MATLAB scripts for interlacing images for lenticular and hexagonal lens arrays</li></ul><br />
  16. 16. Course Outline<br /><ul><li>Introduction: History and Physiology
  17. 17. Constructing Glasses-free 3D Displays
  18. 18. Multi-view Rendering using OpenGL
  19. 19. Multi-view Interlacing using GLSL
  20. 20. Designing Content for Glasses-free 3D Displays
  21. 21. Emerging Technology
  22. 22. Q & A and Demonstrations</li>