BYO3D 2011: Content

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BYO3D 2011: Content

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

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