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Stereoscopic 3D: Generation Methods
and Display Technologies for Industry
      and Home Entertainment
                                            Raymond Phan

                        Ph.D. Candidate
Multimedia and Distributed Computing (MDC) Research Laboratory
      Department of Electrical and Computer Engineering
                       Ryerson University                    1
 Human Computer Interaction Guest Lecture
 Thursday, March 8th, 2012
Outline of Presentation
• Introduction
      – Stereoscopy / 3D Vision
             • What is 3D all about??
             • Depth and Disparity
• Some methods on generating 3D content
      – Conversion from 2D imagery / video to 3D
             • Cut and Paste Technique
             • Depth Based Image Rendering – Recover Depth Maps
                   – Automated Methods – Using motion, focus cues, perspective
                   – Semi-Automated Methods

Human Computer Interaction Guest Lecture                                         2
Thursday, March 8th, 2012
Outline of Presentation – (2)
      – Acquiring 3D content directly
             • Stereo Rigs, Multi-camera Setup
             • 3D cameras
• Displaying 3D Content
      – Anaglyphs (very retro)
      – 3D Theatres with polarized glasses
             • RealD (most popular), IMAX
      – Shutter glass technology
             • nVidia 3D Vision, XpanD 3D, DLP projection systems,
               DLP TVs
Human Computer Interaction Guest Lecture                             3
Thursday, March 8th, 2012
Outline of Presentation – (3)
      – Interference Filter Technology
             • Based on projecting colours of different wavelengths to
               each eye  Dolby 3D, Panavision 3D
      – Autostereoscopic Systems
             • Technology without the use of glasses
                   – Parallax Barriers, Lenticular Arrays
                   – Single view vs. Multi-view systems
             • Seen in the Nintendo 3DS, Fujifilm FinePix Real 3D
               cameras, etc.
• Applications
• Conclusions
Human Computer Interaction Guest Lecture                             4
Thursday, March 8th, 2012
Introduction
• So… what is stereoscopy / 3D vision?
   – Creating the illusion of depth in an image or video
   – Take images on flat displays, and make it “look real”




 Human Computer Interaction Guest Lecture                    5
 Thursday, March 8th, 2012
Introduction – (2)
• Need to know some basic things first:
   – Objects seen with the left eye are separated by
     horizontal distances with the right eye  disparity
   – Greater/smaller the distance, the closer/farther the
     object  depth




 Human Computer Interaction Guest Lecture                   6
 Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (1)
• 1st Method: Cut and Paste Technique
   – Used in IMAX’s 3D
     DMR process




   – 35 mm frames  High res. digital  Left-eye frames
   – Right-eye frames  Left frames objects are manually
     shifted horizontally to create this new frame
 Human Computer Interaction Guest Lecture              7
 Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (2)
  – Remember disparity (close/far)! The closer the object,
    the farther the shift needs to be
  – Main Disadvantage: Very time consuming!
        • Currently done on a frame-by-frame basis
        • Due to this, only ~10 minutes of 35 mm video is 3D
          converted  Takes ~1 month to complete whole process
        • Our MDC Project with IMAX: Goal  Perform 2D to 3D
          movie conversion faster
        • Use a semi-automatic process to extract objects, and do
          this every 10, or 20 frames or so
        • In between frames, “guess” the best estimate of where the
          objects are
Human Computer Interaction Guest Lecture                         8
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (3)
• 2nd Method: Depth-Based Image Rendering (DBIR)
   – 3D Content  1 2D Image + Depth Map
   – Depth Map: Image containing depth of each image
         • Closer Pixels == Light values, Farther Pixels == Dark values
   – Orig. Image  Left View. Right view  Use depth
     map (d(x,y)) to calculate shifted pixel from left view
Equation to
generate view
Right(x,y) =
Left(x+d(x,y),y)
 Human Computer Interaction Guest Lecture                                 9
 Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (4)
• Commonly known as 2D to 3D Conversion
      – Goal of 2D to 3D Conversion: Use an image and
        determine what the best depth map is
      – We use this depth map for conversion
      – Use original single view image / frame as the left
        view, and the depth map to create the right view
• There are two main methods to do this:
      – Automated Methods  Automatically examine
        features in an image or frame and infer depth

Human Computer Interaction Guest Lecture                     10
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (5)
      – Semi-Automated Methods  User-guided
             • Mark certain areas of the image / frame on what you
               think the depths should be at these locations
             • Algorithm determines the rest of the depths
• Question: How do we know for sure that
  we’re marking the proper depths?
      – Been shown that as long as you mark depths in a
        perceptually consistent way, perception is good
• Automated Methods:
      – Popular Methods: Motion, Focus and Perspective
Human Computer Interaction Guest Lecture                             11
Thursday, March 8th, 2012
Generating 2D: 2D – 3D – (6)
• Motion: Main Principle
      – Objects that are closer
        move faster
      – Objects that are far
        move slower
• Find motion vectors
      – Find how much a pixel moves from one frame to
        the next  Calculate displacement vector
      – Larger vector == Closer depth and vice-versa
Human Computer Interaction Guest Lecture                12
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (7)
• Potential Problems:
      – Sometimes, far away objects move just as fast too
      – Motion estimation (calculating motion vectors)
        can be subject to error (i.e. very fast motion)
      – If the image / frame is noisy, will corrupt
        measurements
• Depth from focus: Main Principle
      – Take multiple pictures of the same scene
      – Each is taken with different camera parameters
Human Computer Interaction Guest Lecture                 13
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (8)
• We basically change the focal length of the
  camera
      – Focal length : Distance from the image plane
        to the surface to capture
      – Crudely, we can change the focal length by
        adjusting the zoom of your lens
• After, we find the amount of blur of an object
      – In this aspect, sharper surfaces are closer, and
        farther objects are more blurry
Human Computer Interaction Guest Lecture                   14
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (9)
• We find a correlation between the depth, and
  the amount of blur over the surfaces
      – Finding multiple images at different focal lengths
        is a must!
• Problems:
      – Needs > 1 of same shot
             • May not have such info
      – Math is just too crazy
      – Method rarely used now!
Human Computer Interaction Guest Lecture                     15
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (10)
• Depth from perspective: Main Principle
      – We use parallel lines and vanishing points in an
        image or frame to give us a sense of depth
      – Examples: Railroad Tracks, Tunnels, Roadsides
      – These entities give us a sense of depth where they
        appear to converge at a single point
      – This single point would be the farthest point in the
        image and the farthest depth

Human Computer Interaction Guest Lecture                   16
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (11)
• Problems:
      – Only a subset of
        images / frames
        fall into this
        category
      – Can only deal with
        outdoor or with
        scenes that have
        perspective within them
             • Not all images belong here!
Human Computer Interaction Guest Lecture     17
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (12)
• Semi-automatic methods:
      – Mark some areas in an image / frame on what you
        think the best depth should be
      – Use this info to determine the rest of the depths
      – This is the area that I am focusing on right now
• We can consider this as a case of multiple
  object image segmentation
      – Each “object” is a user-marked depth
      – We decompose the rest of the image into
        different objects  i.e. different depths
Human Computer Interaction Guest Lecture                18
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (13)
 •




 • This method allows the user to fully control
   the depth perception and experience
 • Potential Problem:
       – Takes more time because of user interaction and
         computational complexity increases
Human Computer Interaction Guest Lecture                   19
Thursday, March 8th, 2012
Generating 3D: 2D – 3D – (14)
• Another way to generate depth maps:
   – Specialized hardware
         • Example: ZCam  Measures depth using bounced infra-red
           light off of objects read in by a camera sensor




   – Problem: Hardware is expensive!
 Human Computer Interaction Guest Lecture                     20
 Thursday, March 8th, 2012
Direct 3D Acquisition – (1)
• Can directly acquire 3D information:
   – Grabbing both left and right eye images / video
• 1st Method: Stereo Rigs
   – Tripod with 2 cameras, separated by eye distance




   – Drawbacks:
         • Need 2 cameras! Synchronization!
         • Difficult to separate cameras by eye distance
 Human Computer Interaction Guest Lecture                  21
 Thursday, March 8th, 2012
Direct 3D Acquisition – (2)
• We can also use multi-camera stereo rigs
      – Each pair of cameras is positioned at a different
        point to capture the same scene




      – Each viewpoint captures the objects in a different
        way so that we can assemble all these together to
        view a 3D object without glasses (more later)

Human Computer Interaction Guest Lecture                    22
Thursday, March 8th, 2012
Direct 3D Acquisition – (3)
• Example: MERL 3DTV system (w/o glasses)




      – 16 cameras and projectors for 16 viewpoints
      – Depending on where you stand, you see a
        different viewpoint  Just like in real-life!
Human Computer Interaction Guest Lecture                23
Thursday, March 8th, 2012
Direct 3D Acquisition – (4)
• 2nd Method: 3D Cameras
   – Specialized cameras specifically designed to take left
     and right eye images




 Human Computer Interaction Guest Lecture                 24
 Thursday, March 8th, 2012
Direct 3D Acquisition – (5)
• Non Digital 3D Cameras take left and right
  images on two separate rolls of film
• Digital 3D Cameras (e.g. Fujifilm’s W1) take
  left and right images and generate two
  separate image files
• IMAX and specialized 3D video cameras
  operate in the same way
      – Two separate rolls of film
      – For IMAX, the cameras are large as the film is
        larger. Why? For higher resolution
Human Computer Interaction Guest Lecture                 25
Thursday, March 8th, 2012
Displaying 3D Content – (1)
• Left & Right eye images are created
   – How do we display these so we can perceive 3D?
   – Many technologies exist to display 3D imagery and
     video
• Let’s start off with the most basic one: Anaglyphs
   – Left & right is filtered with separate colour filters
   – Example: If you had a red colour filter, you determine
     how much red a pixel has and that’s the output
   – Each colour filter is chromatically different
         • One filter cannot have any similarity in colour to the other
 Human Computer Interaction Guest Lecture                            26
 Thursday, March 8th, 2012
Displaying 3D Content – (2)
• When one side is filtered with one colour, you
  must choose the other filter to be a
  contrasting colour
      – How do we choose? Trichromacy theory states
        that all colours are made up of Red, Green & Blue
      – We basically choose the colour filters from this set
• Examples:
      – Red and Cyan (Green + Blue) Filters
      – Red and Green Filters
      – Red and Blue Filters, etc.
Human Computer Interaction Guest Lecture                   27
Thursday, March 8th, 2012
Displaying 3D Content – (3)
• After you filter each image separately, you
  superimpose the results onto one image
• To view the images, you use anaglyph glasses,
  where each side is of the same filter you used
      – i.e. if you used Red for the left, and Cyan for the
        right, we use anaglyph glasses that are of the
        same order
      – Here, the image with the red filter goes to the left
        eye, and the cyan image goes to the right eye
Human Computer Interaction Guest Lecture                   28
Thursday, March 8th, 2012
Displaying 3D Content – (4)
• As such, because we’re seeing two separate
  images for two eyes, we thus perceive 3D




Human Computer Interaction Guest Lecture       29
Thursday, March 8th, 2012
Displaying 3D Content – (5)
• Advantages:
      – Great for viewing without 3D technology
      – Anaglyph glasses are pretty cheap
• Problems:
      – Range of colours can be limited, as the
        predominant colours in the images are of the
        colour filters you applied
      – Doesn’t work will if the range of colours in the
        image are limited

Human Computer Interaction Guest Lecture                   30
Thursday, March 8th, 2012
Displaying 3D Content – (6)
• 2nd method: 3D films in theatres with polarized
  glasses
      – 2 projectors  Left & Right video projected
        simultaneously on the theatre screen
      – Views filtered with orthogonal polarizing filters
      – Viewers wear low-cost polarized eyeglasses
      – Each lens is orthogonally polarized with the other




Human Computer Interaction Guest Lecture                     31
Thursday, March 8th, 2012
Displaying 3D Content – (7)
• What’s polarization!?
   – Light can be viewed as a propagating wave
   – Polarization determines the orientation of a wave’s
     oscillations
   – When passed through a
     polarizing filter, orientation of
     the light’s propagation changes
     by forcing it through a slit
   – Consequence – Not all light passes through
   – Left view passed through a horizontal polarized filter
   – Right view passed through a vertical polarized filter
 Human Computer Interaction Guest Lecture                 32
 Thursday, March 8th, 2012
Displaying 3D Content – (8)
   – Both views are shown simultaneously on a silver
     perforated screen to preserve polarization
   – Glasses  Left lens has a horizontal filter
     Right lens has a vertical filter
   – Left blocks right view, and
     right blocks left view!
• Drawbacks:
   – Need to keep your head level
   – Tilting your head causes the left and right views to
     bleed into each other
   – Image is darker, as only some of the light is sent
 Human Computer Interaction Guest Lecture                   33
 Thursday, March 8th, 2012
Displaying 3D Content – (9)
• There is a way to combat “head level” issue
      –   Circular Polarization  Used in RealD technology
      –   IMAX used former method  Now they changed
      –   RealD is used in standard 3D theatres
      –   IMAX has the bigger screen, and better sound!
• What is circular polarization?
      – We change the way the
        wave propagates in a
        circular motion

Human Computer Interaction Guest Lecture                     34
Thursday, March 8th, 2012
Displaying 3D Content – (10)
• Each lens of the 3D projector continuously
  changes polarization direction
• 3D glasses: Circularly polarized liquid crystal
  that automatically adjust its polarization
      – How is this possible?
      – One lens is circularly polarizing clockwise, while
        the other is polarizing counter-clockwise
      – One lens is designed to filter clockwise images,
        and counter-clockwise images for the other
      – Each lens receives correct corresponding image
Human Computer Interaction Guest Lecture                     35
Thursday, March 8th, 2012
Displaying 3D Content – (11)
• 3rd Method: Using shutter glasses
      – Most popular in current 3DTVs on the market
      – Also used in DLP Projection Systems
• Shutter glasses principle:
      – Lenses are usually made of LCDs
      – Used to separate the left and right views
      – Lenses contain liquid crystals that block or pass
        light in sync with an IR sensor, connected @ display
      – Voltages are applied to the lenses so that one eye
        blocks light, but the other one allows it through
Human Computer Interaction Guest Lecture                  36
Thursday, March 8th, 2012
Displaying 3D Content – (12)
  – Alternate this shutting off in sync with the image
    displayed on the screen to show 3D, via IR sensor
  – TV / monitor displays the left image, right lens is
    blocked  Allows left eye image to be seen
  – After, we do for right image, with left lens blocked 
    Allows right eye image to be seen




Human Computer Interaction Guest Lecture                37
Thursday, March 8th, 2012
Displaying 3D Content – (13)
• Is used in nVidia 3D Vision Kit & XpanD 3D
      – XpanD 3D: Company that markets shutter glass 3D
        technology to homes and theatres
             • Currently > 1000 theatres with shutter glass tech.
      – nVidia 3D Vision: Kit for an nVidia video card
             • IR sensor connected to video card to control views
             • Only works with a compatible 3D monitor
• Advantages:
      – No silver screen and keeping your head level
• Disadvantages: Shutter glasses are expensive!
      – Need to replace batteries, high maintenance
Human Computer Interaction Guest Lecture                            38
Thursday, March 8th, 2012
Displaying 3D Content – (14)
• DLP 3DTV technology further explained
   – DLP: Digital Light Processing
   – Backbone: Digital Micromirror Device
         • Tiny mirrors direct light
         • Device can have over 1 million mirrors!
   – Each micromirror is either ON or OFF
         • ON reflect light out towards screen
         • OFF do not reflect out towards screen
           (absorb it instead)
   – Each mirror in the DLP 3DTV is
     controlled by a pixel in the image
     to display to the screen

 Human Computer Interaction Guest Lecture            39
 Thursday, March 8th, 2012
Displaying 3D Content – (15)
• For DLP 3DTVs, mirrors == diamond configuration
   – One mirror displays two pixels of input data: How!?
         • Each mirror shows one pixel, then does a half-pixel shift
           downwards and shows the other pixel immediately below
         • @ twice the normal frame so you can’t see the change




         • Wait! Aren’t we losing 50% of the data?
 Human Computer Interaction Guest Lecture                          40
 Thursday, March 8th, 2012
Displaying 3D Content – (16)
   – No! The half-pixel shifting ensures same resolution
         • Called SmoothPicture algorithm
   – Saves bandwidth: Use same bandwidth for 3D images
   – For a 2D image, the input data is the image itself
   – For showing 3D, the left-eye image is shown first,
     then the right-eye image is shown after ½-pix shifting
   – LCD shutter glasses are in sync during each shift
• Drawbacks:
   – Obviously, the TV is expensive
   – Shutter glasses are high maintenance, and expensive
 Human Computer Interaction Guest Lecture                  41
 Thursday, March 8th, 2012
Displaying 3D Content – (17)
• Next method: Interference Filter Technology
      – Used in Dolby 3D and Panavision 3D systems
      – A multispectral colour filter is used to filter
        specific wavelengths of red, green and blue,
        directed to the left eye
      – Another colour filter used to filter different
        wavelengths of red, green and blue, directed to
        the right eye
      – This uses glasses too  Designed to filter the
        same wavelengths in tune with each colour filter

Human Computer Interaction Guest Lecture                   42
Thursday, March 8th, 2012
Displaying 3D Content – (18)
• This process is called: wavelength
  multiplex visualization
• Advantages:
      – No silver screen required
      – Works with conventional screens
      – Is not restricted to just theatres
• Disadvantages:
      – Glasses are more expensive
      – Colour filters must be very accurate
Human Computer Interaction Guest Lecture       43
Thursday, March 8th, 2012
Displaying 3D Content – (19)
• Last but not least: Autostereoscopic Displays
      – View 3D content without glasses
      – Currently seen in small gaming systems and small
        commercial 3D cameras
             • Nintendo 3DS and view screen of the Fujifilm W1
      – Currently not available publicly for larger screens
      – Common problem with autostereoscopic: Good
        for viewing over small screens, but larger screens
        tend to make people dizzy or cause discomfort
      – Research currently performed to minimize this
Human Computer Interaction Guest Lecture                         44
Thursday, March 8th, 2012
Displaying 3D Content – (20)
• Principle: Uses either lenticular sheets or
  parallax barrier sheets
      – Impose the left and right images
        onto narrow alternating strips
      – Half the columns show the
        corresponding columns in the left
        image, and other half show the
        corresponding right image cols.
      – In the figure, they’re represented
        as green and pink respectively
Human Computer Interaction Guest Lecture        45
Thursday, March 8th, 2012
Displaying 3D Content – (21)
      – After we use a screen that either
        blocks every other strip 
        Parallax Barrier
      – Or can use lenses of same size
        as the strips so that we can bend
        the left and right strips and make
        it appear to fill the entire image
      – Either of these will allow the left
        and right images to be directed
        to the correct eye
      – You just need to stand in the right spot!
Human Computer Interaction Guest Lecture            46
Thursday, March 8th, 2012
Displaying 3D Content – (22)
• This can work with multi-view systems too
  – The technology can be modified to
    display a different viewpoint of the
    scene
     • Remember multi-view stereo rigs?
  – When you stand in a different
    position, you will get a different
    perspective of the scene
     • Just like what would happen in real-life!
  – Achieve this directing the view of a particular
    perspective to the right pairs of strips / lenses
                                                        47
Displaying 3D Content – (23)
• Current advocates for autostereoscopic tech.
      – Sharp in 2004 designed their first
        autostereoscopic LCD monitor
        in 2004  Discontinued in 2007
      – Similar  Philips WOWvx series
             • Discontinued in 2009
      – Hitachi  Designed autostereoscopic
        mobile phone in 2009
      – Nintendo 3DS  Uses parallax barrier
      – Fujifilm W1 Viewscreen 
        Uses lenticular sheets
Human Computer Interaction Guest Lecture         48
Thursday, March 8th, 2012
Displaying 3D Content – (24)
• Advantages:
      – Glass-free: No maintenance req’d on equipment
      – Ideal for delivering to a large group of people
             • Co-ordination is required for glass-based technology
      – Proven good for small screens / mobile phones
• Disadvantages:
      – Larger screens still experimental and expensive
      – Larger screens require you to stand far back to
        appreciate 3D content

Human Computer Interaction Guest Lecture                              49
Thursday, March 8th, 2012
Applications
• What can 3D be used for?
   –   Entertainment and Gaming (obviously!)
   –   Real-time 3D Video Teleconferencing
   –   Interactive Medical Surgery
   –   Interactive Training Sessions
   –   Virtual Model Exploration 
   –   Robot Navigation
   –   Fine Art Appreciation


 Human Computer Interaction Guest Lecture            50
 Thursday, March 8th, 2012
Conclusions
• This presentation gave a basic overview of how
  3D is made, and how we display 3D
• This presentation is not exhaustive!
   – Many other methods to generate 3D material
• Much research performed in this area
   – Several technical conferences in 3D: IEEE 3DTVCON,
     IEEE 3DIM, SPIE Electronic Imaging
   – Research group in Europe researching on
     standardizing 3D to mobile phones:
     http://sp.cs.tut.fi/mobile3dtv/
 Human Computer Interaction Guest Lecture             51
 Thursday, March 8th, 2012
Thank You!
                                      Questions?




Human Computer Interaction Guest Lecture           52
Thursday, March 8th, 2012

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Stereoscopic 3D: Generation Methods and Display Technologies for Industry and Home Entertainment

  • 1. Stereoscopic 3D: Generation Methods and Display Technologies for Industry and Home Entertainment Raymond Phan Ph.D. Candidate Multimedia and Distributed Computing (MDC) Research Laboratory Department of Electrical and Computer Engineering Ryerson University 1 Human Computer Interaction Guest Lecture Thursday, March 8th, 2012
  • 2. Outline of Presentation • Introduction – Stereoscopy / 3D Vision • What is 3D all about?? • Depth and Disparity • Some methods on generating 3D content – Conversion from 2D imagery / video to 3D • Cut and Paste Technique • Depth Based Image Rendering – Recover Depth Maps – Automated Methods – Using motion, focus cues, perspective – Semi-Automated Methods Human Computer Interaction Guest Lecture 2 Thursday, March 8th, 2012
  • 3. Outline of Presentation – (2) – Acquiring 3D content directly • Stereo Rigs, Multi-camera Setup • 3D cameras • Displaying 3D Content – Anaglyphs (very retro) – 3D Theatres with polarized glasses • RealD (most popular), IMAX – Shutter glass technology • nVidia 3D Vision, XpanD 3D, DLP projection systems, DLP TVs Human Computer Interaction Guest Lecture 3 Thursday, March 8th, 2012
  • 4. Outline of Presentation – (3) – Interference Filter Technology • Based on projecting colours of different wavelengths to each eye  Dolby 3D, Panavision 3D – Autostereoscopic Systems • Technology without the use of glasses – Parallax Barriers, Lenticular Arrays – Single view vs. Multi-view systems • Seen in the Nintendo 3DS, Fujifilm FinePix Real 3D cameras, etc. • Applications • Conclusions Human Computer Interaction Guest Lecture 4 Thursday, March 8th, 2012
  • 5. Introduction • So… what is stereoscopy / 3D vision? – Creating the illusion of depth in an image or video – Take images on flat displays, and make it “look real” Human Computer Interaction Guest Lecture 5 Thursday, March 8th, 2012
  • 6. Introduction – (2) • Need to know some basic things first: – Objects seen with the left eye are separated by horizontal distances with the right eye  disparity – Greater/smaller the distance, the closer/farther the object  depth Human Computer Interaction Guest Lecture 6 Thursday, March 8th, 2012
  • 7. Generating 3D: 2D – 3D – (1) • 1st Method: Cut and Paste Technique – Used in IMAX’s 3D DMR process – 35 mm frames  High res. digital  Left-eye frames – Right-eye frames  Left frames objects are manually shifted horizontally to create this new frame Human Computer Interaction Guest Lecture 7 Thursday, March 8th, 2012
  • 8. Generating 3D: 2D – 3D – (2) – Remember disparity (close/far)! The closer the object, the farther the shift needs to be – Main Disadvantage: Very time consuming! • Currently done on a frame-by-frame basis • Due to this, only ~10 minutes of 35 mm video is 3D converted  Takes ~1 month to complete whole process • Our MDC Project with IMAX: Goal  Perform 2D to 3D movie conversion faster • Use a semi-automatic process to extract objects, and do this every 10, or 20 frames or so • In between frames, “guess” the best estimate of where the objects are Human Computer Interaction Guest Lecture 8 Thursday, March 8th, 2012
  • 9. Generating 3D: 2D – 3D – (3) • 2nd Method: Depth-Based Image Rendering (DBIR) – 3D Content  1 2D Image + Depth Map – Depth Map: Image containing depth of each image • Closer Pixels == Light values, Farther Pixels == Dark values – Orig. Image  Left View. Right view  Use depth map (d(x,y)) to calculate shifted pixel from left view Equation to generate view Right(x,y) = Left(x+d(x,y),y) Human Computer Interaction Guest Lecture 9 Thursday, March 8th, 2012
  • 10. Generating 3D: 2D – 3D – (4) • Commonly known as 2D to 3D Conversion – Goal of 2D to 3D Conversion: Use an image and determine what the best depth map is – We use this depth map for conversion – Use original single view image / frame as the left view, and the depth map to create the right view • There are two main methods to do this: – Automated Methods  Automatically examine features in an image or frame and infer depth Human Computer Interaction Guest Lecture 10 Thursday, March 8th, 2012
  • 11. Generating 3D: 2D – 3D – (5) – Semi-Automated Methods  User-guided • Mark certain areas of the image / frame on what you think the depths should be at these locations • Algorithm determines the rest of the depths • Question: How do we know for sure that we’re marking the proper depths? – Been shown that as long as you mark depths in a perceptually consistent way, perception is good • Automated Methods: – Popular Methods: Motion, Focus and Perspective Human Computer Interaction Guest Lecture 11 Thursday, March 8th, 2012
  • 12. Generating 2D: 2D – 3D – (6) • Motion: Main Principle – Objects that are closer move faster – Objects that are far move slower • Find motion vectors – Find how much a pixel moves from one frame to the next  Calculate displacement vector – Larger vector == Closer depth and vice-versa Human Computer Interaction Guest Lecture 12 Thursday, March 8th, 2012
  • 13. Generating 3D: 2D – 3D – (7) • Potential Problems: – Sometimes, far away objects move just as fast too – Motion estimation (calculating motion vectors) can be subject to error (i.e. very fast motion) – If the image / frame is noisy, will corrupt measurements • Depth from focus: Main Principle – Take multiple pictures of the same scene – Each is taken with different camera parameters Human Computer Interaction Guest Lecture 13 Thursday, March 8th, 2012
  • 14. Generating 3D: 2D – 3D – (8) • We basically change the focal length of the camera – Focal length : Distance from the image plane to the surface to capture – Crudely, we can change the focal length by adjusting the zoom of your lens • After, we find the amount of blur of an object – In this aspect, sharper surfaces are closer, and farther objects are more blurry Human Computer Interaction Guest Lecture 14 Thursday, March 8th, 2012
  • 15. Generating 3D: 2D – 3D – (9) • We find a correlation between the depth, and the amount of blur over the surfaces – Finding multiple images at different focal lengths is a must! • Problems: – Needs > 1 of same shot • May not have such info – Math is just too crazy – Method rarely used now! Human Computer Interaction Guest Lecture 15 Thursday, March 8th, 2012
  • 16. Generating 3D: 2D – 3D – (10) • Depth from perspective: Main Principle – We use parallel lines and vanishing points in an image or frame to give us a sense of depth – Examples: Railroad Tracks, Tunnels, Roadsides – These entities give us a sense of depth where they appear to converge at a single point – This single point would be the farthest point in the image and the farthest depth Human Computer Interaction Guest Lecture 16 Thursday, March 8th, 2012
  • 17. Generating 3D: 2D – 3D – (11) • Problems: – Only a subset of images / frames fall into this category – Can only deal with outdoor or with scenes that have perspective within them • Not all images belong here! Human Computer Interaction Guest Lecture 17 Thursday, March 8th, 2012
  • 18. Generating 3D: 2D – 3D – (12) • Semi-automatic methods: – Mark some areas in an image / frame on what you think the best depth should be – Use this info to determine the rest of the depths – This is the area that I am focusing on right now • We can consider this as a case of multiple object image segmentation – Each “object” is a user-marked depth – We decompose the rest of the image into different objects  i.e. different depths Human Computer Interaction Guest Lecture 18 Thursday, March 8th, 2012
  • 19. Generating 3D: 2D – 3D – (13) • • This method allows the user to fully control the depth perception and experience • Potential Problem: – Takes more time because of user interaction and computational complexity increases Human Computer Interaction Guest Lecture 19 Thursday, March 8th, 2012
  • 20. Generating 3D: 2D – 3D – (14) • Another way to generate depth maps: – Specialized hardware • Example: ZCam  Measures depth using bounced infra-red light off of objects read in by a camera sensor – Problem: Hardware is expensive! Human Computer Interaction Guest Lecture 20 Thursday, March 8th, 2012
  • 21. Direct 3D Acquisition – (1) • Can directly acquire 3D information: – Grabbing both left and right eye images / video • 1st Method: Stereo Rigs – Tripod with 2 cameras, separated by eye distance – Drawbacks: • Need 2 cameras! Synchronization! • Difficult to separate cameras by eye distance Human Computer Interaction Guest Lecture 21 Thursday, March 8th, 2012
  • 22. Direct 3D Acquisition – (2) • We can also use multi-camera stereo rigs – Each pair of cameras is positioned at a different point to capture the same scene – Each viewpoint captures the objects in a different way so that we can assemble all these together to view a 3D object without glasses (more later) Human Computer Interaction Guest Lecture 22 Thursday, March 8th, 2012
  • 23. Direct 3D Acquisition – (3) • Example: MERL 3DTV system (w/o glasses) – 16 cameras and projectors for 16 viewpoints – Depending on where you stand, you see a different viewpoint  Just like in real-life! Human Computer Interaction Guest Lecture 23 Thursday, March 8th, 2012
  • 24. Direct 3D Acquisition – (4) • 2nd Method: 3D Cameras – Specialized cameras specifically designed to take left and right eye images Human Computer Interaction Guest Lecture 24 Thursday, March 8th, 2012
  • 25. Direct 3D Acquisition – (5) • Non Digital 3D Cameras take left and right images on two separate rolls of film • Digital 3D Cameras (e.g. Fujifilm’s W1) take left and right images and generate two separate image files • IMAX and specialized 3D video cameras operate in the same way – Two separate rolls of film – For IMAX, the cameras are large as the film is larger. Why? For higher resolution Human Computer Interaction Guest Lecture 25 Thursday, March 8th, 2012
  • 26. Displaying 3D Content – (1) • Left & Right eye images are created – How do we display these so we can perceive 3D? – Many technologies exist to display 3D imagery and video • Let’s start off with the most basic one: Anaglyphs – Left & right is filtered with separate colour filters – Example: If you had a red colour filter, you determine how much red a pixel has and that’s the output – Each colour filter is chromatically different • One filter cannot have any similarity in colour to the other Human Computer Interaction Guest Lecture 26 Thursday, March 8th, 2012
  • 27. Displaying 3D Content – (2) • When one side is filtered with one colour, you must choose the other filter to be a contrasting colour – How do we choose? Trichromacy theory states that all colours are made up of Red, Green & Blue – We basically choose the colour filters from this set • Examples: – Red and Cyan (Green + Blue) Filters – Red and Green Filters – Red and Blue Filters, etc. Human Computer Interaction Guest Lecture 27 Thursday, March 8th, 2012
  • 28. Displaying 3D Content – (3) • After you filter each image separately, you superimpose the results onto one image • To view the images, you use anaglyph glasses, where each side is of the same filter you used – i.e. if you used Red for the left, and Cyan for the right, we use anaglyph glasses that are of the same order – Here, the image with the red filter goes to the left eye, and the cyan image goes to the right eye Human Computer Interaction Guest Lecture 28 Thursday, March 8th, 2012
  • 29. Displaying 3D Content – (4) • As such, because we’re seeing two separate images for two eyes, we thus perceive 3D Human Computer Interaction Guest Lecture 29 Thursday, March 8th, 2012
  • 30. Displaying 3D Content – (5) • Advantages: – Great for viewing without 3D technology – Anaglyph glasses are pretty cheap • Problems: – Range of colours can be limited, as the predominant colours in the images are of the colour filters you applied – Doesn’t work will if the range of colours in the image are limited Human Computer Interaction Guest Lecture 30 Thursday, March 8th, 2012
  • 31. Displaying 3D Content – (6) • 2nd method: 3D films in theatres with polarized glasses – 2 projectors  Left & Right video projected simultaneously on the theatre screen – Views filtered with orthogonal polarizing filters – Viewers wear low-cost polarized eyeglasses – Each lens is orthogonally polarized with the other Human Computer Interaction Guest Lecture 31 Thursday, March 8th, 2012
  • 32. Displaying 3D Content – (7) • What’s polarization!? – Light can be viewed as a propagating wave – Polarization determines the orientation of a wave’s oscillations – When passed through a polarizing filter, orientation of the light’s propagation changes by forcing it through a slit – Consequence – Not all light passes through – Left view passed through a horizontal polarized filter – Right view passed through a vertical polarized filter Human Computer Interaction Guest Lecture 32 Thursday, March 8th, 2012
  • 33. Displaying 3D Content – (8) – Both views are shown simultaneously on a silver perforated screen to preserve polarization – Glasses  Left lens has a horizontal filter Right lens has a vertical filter – Left blocks right view, and right blocks left view! • Drawbacks: – Need to keep your head level – Tilting your head causes the left and right views to bleed into each other – Image is darker, as only some of the light is sent Human Computer Interaction Guest Lecture 33 Thursday, March 8th, 2012
  • 34. Displaying 3D Content – (9) • There is a way to combat “head level” issue – Circular Polarization  Used in RealD technology – IMAX used former method  Now they changed – RealD is used in standard 3D theatres – IMAX has the bigger screen, and better sound! • What is circular polarization? – We change the way the wave propagates in a circular motion Human Computer Interaction Guest Lecture 34 Thursday, March 8th, 2012
  • 35. Displaying 3D Content – (10) • Each lens of the 3D projector continuously changes polarization direction • 3D glasses: Circularly polarized liquid crystal that automatically adjust its polarization – How is this possible? – One lens is circularly polarizing clockwise, while the other is polarizing counter-clockwise – One lens is designed to filter clockwise images, and counter-clockwise images for the other – Each lens receives correct corresponding image Human Computer Interaction Guest Lecture 35 Thursday, March 8th, 2012
  • 36. Displaying 3D Content – (11) • 3rd Method: Using shutter glasses – Most popular in current 3DTVs on the market – Also used in DLP Projection Systems • Shutter glasses principle: – Lenses are usually made of LCDs – Used to separate the left and right views – Lenses contain liquid crystals that block or pass light in sync with an IR sensor, connected @ display – Voltages are applied to the lenses so that one eye blocks light, but the other one allows it through Human Computer Interaction Guest Lecture 36 Thursday, March 8th, 2012
  • 37. Displaying 3D Content – (12) – Alternate this shutting off in sync with the image displayed on the screen to show 3D, via IR sensor – TV / monitor displays the left image, right lens is blocked  Allows left eye image to be seen – After, we do for right image, with left lens blocked  Allows right eye image to be seen Human Computer Interaction Guest Lecture 37 Thursday, March 8th, 2012
  • 38. Displaying 3D Content – (13) • Is used in nVidia 3D Vision Kit & XpanD 3D – XpanD 3D: Company that markets shutter glass 3D technology to homes and theatres • Currently > 1000 theatres with shutter glass tech. – nVidia 3D Vision: Kit for an nVidia video card • IR sensor connected to video card to control views • Only works with a compatible 3D monitor • Advantages: – No silver screen and keeping your head level • Disadvantages: Shutter glasses are expensive! – Need to replace batteries, high maintenance Human Computer Interaction Guest Lecture 38 Thursday, March 8th, 2012
  • 39. Displaying 3D Content – (14) • DLP 3DTV technology further explained – DLP: Digital Light Processing – Backbone: Digital Micromirror Device • Tiny mirrors direct light • Device can have over 1 million mirrors! – Each micromirror is either ON or OFF • ON reflect light out towards screen • OFF do not reflect out towards screen (absorb it instead) – Each mirror in the DLP 3DTV is controlled by a pixel in the image to display to the screen Human Computer Interaction Guest Lecture 39 Thursday, March 8th, 2012
  • 40. Displaying 3D Content – (15) • For DLP 3DTVs, mirrors == diamond configuration – One mirror displays two pixels of input data: How!? • Each mirror shows one pixel, then does a half-pixel shift downwards and shows the other pixel immediately below • @ twice the normal frame so you can’t see the change • Wait! Aren’t we losing 50% of the data? Human Computer Interaction Guest Lecture 40 Thursday, March 8th, 2012
  • 41. Displaying 3D Content – (16) – No! The half-pixel shifting ensures same resolution • Called SmoothPicture algorithm – Saves bandwidth: Use same bandwidth for 3D images – For a 2D image, the input data is the image itself – For showing 3D, the left-eye image is shown first, then the right-eye image is shown after ½-pix shifting – LCD shutter glasses are in sync during each shift • Drawbacks: – Obviously, the TV is expensive – Shutter glasses are high maintenance, and expensive Human Computer Interaction Guest Lecture 41 Thursday, March 8th, 2012
  • 42. Displaying 3D Content – (17) • Next method: Interference Filter Technology – Used in Dolby 3D and Panavision 3D systems – A multispectral colour filter is used to filter specific wavelengths of red, green and blue, directed to the left eye – Another colour filter used to filter different wavelengths of red, green and blue, directed to the right eye – This uses glasses too  Designed to filter the same wavelengths in tune with each colour filter Human Computer Interaction Guest Lecture 42 Thursday, March 8th, 2012
  • 43. Displaying 3D Content – (18) • This process is called: wavelength multiplex visualization • Advantages: – No silver screen required – Works with conventional screens – Is not restricted to just theatres • Disadvantages: – Glasses are more expensive – Colour filters must be very accurate Human Computer Interaction Guest Lecture 43 Thursday, March 8th, 2012
  • 44. Displaying 3D Content – (19) • Last but not least: Autostereoscopic Displays – View 3D content without glasses – Currently seen in small gaming systems and small commercial 3D cameras • Nintendo 3DS and view screen of the Fujifilm W1 – Currently not available publicly for larger screens – Common problem with autostereoscopic: Good for viewing over small screens, but larger screens tend to make people dizzy or cause discomfort – Research currently performed to minimize this Human Computer Interaction Guest Lecture 44 Thursday, March 8th, 2012
  • 45. Displaying 3D Content – (20) • Principle: Uses either lenticular sheets or parallax barrier sheets – Impose the left and right images onto narrow alternating strips – Half the columns show the corresponding columns in the left image, and other half show the corresponding right image cols. – In the figure, they’re represented as green and pink respectively Human Computer Interaction Guest Lecture 45 Thursday, March 8th, 2012
  • 46. Displaying 3D Content – (21) – After we use a screen that either blocks every other strip  Parallax Barrier – Or can use lenses of same size as the strips so that we can bend the left and right strips and make it appear to fill the entire image – Either of these will allow the left and right images to be directed to the correct eye – You just need to stand in the right spot! Human Computer Interaction Guest Lecture 46 Thursday, March 8th, 2012
  • 47. Displaying 3D Content – (22) • This can work with multi-view systems too – The technology can be modified to display a different viewpoint of the scene • Remember multi-view stereo rigs? – When you stand in a different position, you will get a different perspective of the scene • Just like what would happen in real-life! – Achieve this directing the view of a particular perspective to the right pairs of strips / lenses 47
  • 48. Displaying 3D Content – (23) • Current advocates for autostereoscopic tech. – Sharp in 2004 designed their first autostereoscopic LCD monitor in 2004  Discontinued in 2007 – Similar  Philips WOWvx series • Discontinued in 2009 – Hitachi  Designed autostereoscopic mobile phone in 2009 – Nintendo 3DS  Uses parallax barrier – Fujifilm W1 Viewscreen  Uses lenticular sheets Human Computer Interaction Guest Lecture 48 Thursday, March 8th, 2012
  • 49. Displaying 3D Content – (24) • Advantages: – Glass-free: No maintenance req’d on equipment – Ideal for delivering to a large group of people • Co-ordination is required for glass-based technology – Proven good for small screens / mobile phones • Disadvantages: – Larger screens still experimental and expensive – Larger screens require you to stand far back to appreciate 3D content Human Computer Interaction Guest Lecture 49 Thursday, March 8th, 2012
  • 50. Applications • What can 3D be used for? – Entertainment and Gaming (obviously!) – Real-time 3D Video Teleconferencing – Interactive Medical Surgery – Interactive Training Sessions – Virtual Model Exploration  – Robot Navigation – Fine Art Appreciation Human Computer Interaction Guest Lecture 50 Thursday, March 8th, 2012
  • 51. Conclusions • This presentation gave a basic overview of how 3D is made, and how we display 3D • This presentation is not exhaustive! – Many other methods to generate 3D material • Much research performed in this area – Several technical conferences in 3D: IEEE 3DTVCON, IEEE 3DIM, SPIE Electronic Imaging – Research group in Europe researching on standardizing 3D to mobile phones: http://sp.cs.tut.fi/mobile3dtv/ Human Computer Interaction Guest Lecture 51 Thursday, March 8th, 2012
  • 52. Thank You! Questions? Human Computer Interaction Guest Lecture 52 Thursday, March 8th, 2012