Saturday February 4, 2012 8:38 PM AEST

3D Cinema - How it works

By Jake Carroll
13:20 May 17, 2010 | 2 Comments
Tags: 3D | Cinema | television | avatar | science
 »
3D Cinema - How it works

Jake Carroll finds the depth behind the 3D screen, and explains how it all works.

Movies have a pretty powerful effect on popular culture. It's no surprise that the movie industry also has a tendency to drive technological innovation and create consumer demand. What we see in today's movies ends up feeding into the technology that we have sitting in our GPUs at Christmas time the next year. It probably isn't a coincidence that this year, the movie industry pushed 3D cinema back into our line of sight, and as a result, a torrent of 3D display panel technology, consumer video card driver enhancements and strange looking eyewear has popped up. This month, we're all about the third dimension. Hopefully it'll jump off the page at you.

3D Cinema was not the first instance of 3D entertainment, let alone technology in visualisation. The first such device was known as the Stereoscope and was invented by Sir Charles Wheatstone in 1840. The illusion of depth in a viewfinder was mainly used for entertainment purposes, but also for photogrammetry, a technique for measuring and determining the geometric properties of objects through photography.

3D viewing, and the perception of depth in real life, let alone a movie or image is a function of a wonderful ability that humans have known as binocular vision. Binocular vision does a few things for us.

1. If we somehow end up in a situation where we lose an eye - we've still got a spare to fall back on. Call it RAID1 for eyes.

2. Because we have two eyes independent of each other, with an ability to be controlled independently (although for the most part, this is subconscious), the light that bounces through to the back of our eye, and ends up as images to our brain, come at slightly different angles. This has purpose in depth of field (DOF) perception. Because of this built in ability, we can judge distances of objects in front of us, or estimate lengths of objects.

3. We're able to apply a technique to our vision known as binocular summation, meaning we can make out or determine faint objects at distance through physics internal to the eye, and inference about what we can see.

We've got a good thing going for us as animals that evolved with more than one eye, Futurama aside.

The concept of stereo DOF or the illusion of a flat image being given depth is a result of binocular vision. When a user sees two images, each ever so slightly differing in angle or tilt, representing two different perspectives, with a slight deviation exactly equal to what the eyes naturally perceive in binocular vision, the impression of depth is given.

The images used are offset slightly in angle, colour, hue and contrast, so that there is an obviated differentiator between each eye. Without this differentiation, the 3D effect is not as obvious or strong. Additionally, the ability to perceive depth differs between every individual.

There are yet other methods of 3D viewing without the aid of external apparatus. One such method is known as a random dot auto stereogram, which allows a viewer to perceive a 3D image by diverging their eyes whilst looking at a 2D image. Software can be used to achieve this, with a dithering and image dispersion algorithm being used to inference a shape or cross sectional image into a seemingly random reoccurring pattern, which, when viewed with diverged eyes meshes together to form a 3D relief. 

Things get wearable from here on in. In the 1940s a film recorder known as the 'Stereo-Realist' system was created to put this stereoscopic effect into motion video. The idea was that the user would wear a stereoscopic set of lenses that showed an image through each piece of glass slightly offset. The technology didn't really work very well. People got motion sickness, headaches and generally, puke buckets were a standard issue in the few viewing locations that existed. Epic fail.

 
 »
 
This article appeared in the May, 2010 issue of Atomic.

Behind the scenes with Mass Effect 3! GTX 560 VGA round-up! Essential Skyrim tweaks to improve your game! Plus reviews, news, hardware, more games, and easy to following modding guides for PC builders. ON SALE NOW!
2 Comments
A23
May 19, 2010 2:35 AM
I have a couple of questions:

* given that the possible ghosting with crossed linear polarized 3D is that the ghost 'wrong-eye' image brightness varies as sine squared of the tilt of your head, isn't that going to be no issue so long as you are paying attention to the viewing? For example, to get a 0.3% ghost brightness requires a tilt of 10 degrees, which is quite drunkenly off level.
* I do not see any way for movement of the head other than tilt to mess up the 3D view with either of the polarized or shutter chopped 3D forms, but it does conflict with motion parallax (which is remembering where things are when you move enough to see around them). Can someone send you guys samples to try it out? Email me if you'd like me to assist with a purchase order as I've seen LCD shutter 3D specs in a shop over here.

A23
May 19, 2010 2:48 AM
I like the circular polarized method the best.

It is worth a couple of beers for the entertainment of trying to get an explanation out of a physicist what that does - as soon as the physicist gets as far as explaining the phase shift between transient electric and magnetic fields, feign stupidity and ask for some hand-waving explanation. Without a whiteboard the poor fella stands not a chance of explaining it and has to start again e x p l a i n i n g i t m o r e s l o w l y with even wilder handwaving motions to represent the conflict between the light field and the constrained oscillations of the polarizer materials.

In any case there are a lot of muggles out there who'd never get it.
Comments have been disabled on this article.
 
Latest Competitions
 
 
Atomic Magazine

Issue: 133 | February, 2012

Atomic is a magazine aimed squarely at computer enthusiasts, gamers, and serious PC upgraders.

Every month we bring you the latest reviews of new technology and PC components, in depth features on everything from overclocking to console hacking, and gaming previews and interviews.
 
Latest Comments
 
Latest User Reviews
Battlefield 3 is the new benchmark online FPS
90%
A very fun and realistic multiplayer ride.
 
Antec Kuhler 920 - liquid cool
90%
Antec Kuhler 920 silent but effientive out of the box no maintence water cooling kit
 
Antec's Lanboy Air - our new favourite case
90%
Antec Lan boy Air in red a very cool design
 
Antec's Lanboy Air - our new favourite case
90%
This product overall is awesome.
 
MSI's GT780 laptop as fast as it gets
90%
Nice laptop
 
 
Close Get the February, 2012 issue of Atomic mailed to you for $8.95, including postage.

SubscribeBuy nowDigital Version