See in 3D: how it works stereoscopic rendering Vincent Nozick - IGM - - PowerPoint PPT Presentation

see in 3d how it works stereoscopic rendering
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See in 3D: how it works stereoscopic rendering Vincent Nozick - IGM - - PowerPoint PPT Presentation

See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production See in 3D: how it works stereoscopic rendering Vincent Nozick - IGM / A3SI


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See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production

stereoscopic rendering

Vincent Nozick - IGM / A3SI

Vincent Nozick - IGM / A3SI stereoscopic rendering 1 / 97 See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production

See in 3D: how it works

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See in 3D

  • we have 2 eyes
  • we get two images that are similar but not identical
  • triangulation

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Monocular clues

vanishing points, perspective

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Monocular clues

Lighting and shadow

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Monocular clues

Occlusions (including participating medium)

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Monocular clues

Occlusions

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Monocular clues

Eye accomodation

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Monocular clues

Focus

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Monocular clues

Motion parallax

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Monocular clues

Experience and knowledge

Vincent Nozick - IGM / A3SI stereoscopic rendering 11 / 97 See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production

Monocular clues

  • perspective (vanishing points)
  • lighting and shadow
  • occlusions (participating medium ...)
  • eye focus
  • motion parallax
  • experience

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Stereoscopic vision

To see in 3D, we need:

  • correct eyes
  • visual fields to cover each other
  • images fusion

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Stereoscopic vision

identical images : no 3D

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Stereoscopic vision

small shift

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Stereoscopic vision

superposition without fusion

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Stereoscopic vision

superposition then suppression

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Restitution devices

purpose: to provide to each eye the corresponding image.

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Cross vision

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Parallel vision

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Anaglyph

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Inficolor

TriOviz

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Chromadepth

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Pulfrich

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Single Image Random Dot Stereogram

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SIRDS

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Visiocask

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Polarized glasses

Also exists with circular polarisation

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Obturators

synchronized with a high frequency display

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HMD

Head Mounted Display

Vincent Nozick - IGM / A3SI stereoscopic rendering 30 / 97 See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production

Stereoscopic displays

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Stereoscopic displays

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Stereoscopic displays

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Ghost

Failure in the 2 images separation:

  • crosstalk: screen latency (obturators, ...)
  • bad image filtering (anaglyphs, polarization, ..)

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Holograms

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Others

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Others

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Others

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Parallax

distance in pixel between 2 representations of the same object. ⇒ horizontal and vertical components.

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Horizontal positive parallax

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Horizontal negative parallax

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Horizontal zero parallax

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Parallax angle

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Vertical parallax

Optical axis: should be parallel?

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Vertical parallax

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Vertical parallax

To avoid!

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Stereoscopic images and computer graphics

Problem: how to generate a pair of stereoscopic images?

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Asymetric frustum

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Rendering

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Analogy

screen ↔ virtual screen distance between eyes ↔ distance between cameras distance between the

  • bserver and the screen

↔ distance between the cameras and the virtual screen

Vincent Nozick - IGM / A3SI stereoscopic rendering 50 / 97 See in 3d Devices stereoscopic images Orthostereoscopy Shooting Post-production

Hardware: Nvidia

  • Primitive duplication by the drivers
  • Programming rules
  • Kit all in one

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GPU: multi-view rendering in pass

  • Primitive duplication in the geometry shader.
  • Available for more than two views (with few additional cost).

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Stereoscopic images with real cameras

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Stereoscopic images with real cameras

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Stereoscopic images with a single camera

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Hardware: Depth + texture

+ = ⇒ kinect 2D+depth

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Stereoscopic images with real cameras

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Stereoscopic images with real cameras

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Stereoscopic images with real cameras

Special care about:

  • the zoom → lookup table
  • the focus
  • the colorimetric calibration / correction
  • the camera aligment
  • the camera synchronisation

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Pseudoscopic motion

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Pseudoscopic motion

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Pseudoscopic motion

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Pseudoscopic motion

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Orthostereoscopic rendering

Render the scene in the correct proportions. roundness factor = 1 (ratio radius/depth percieved of a 3D sphere)

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Rendering

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Stereoscopic images

A stereoscopic image pair is generated for a specific rendering device.

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Giant

Hyperstereo (miniaturization)

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Dwarf

Hypostereo (gigantism)

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Depth

Humain: over km, we do not percieve depth.

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Blur

Depth of field blur on the background makes the images easier to fusion.

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3D effects

It is recommended to render the main objects with a zero-parallax.

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Frame effect

The screen frame (borders) is source of confusion: avoid negative parallax on the screen frame.

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Disparity

Avoid big disparity discontinuities between successive pixels.

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From a sequence to the next

Avoid big depth differences between successive sequences.

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Reflection

Limit the light reflection phenomenon on the scene (mirror, water, etc.)

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Vertical parallax

To avoid!

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Focus vs. convergence

  • convergence in space (where the triangulation occurs)
  • focus on the screen

⇒ headache.

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Parallax

To make the image fusion easier: parallax limitation

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3D effects

It is easier to see 3D objects behind the screen.

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3D effects

It is difficult to see 3D objects in front of the screen. ⇒ limit spectacular effects. ⇒ object depth should not exceed the third of the disdance between the observer and the screen.

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Binocular mask

  • one of the two images is noisy.
  • during the stereoscopic images fusion, the sharp image

corrects the noisy image.

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Fusion

Some people can not make stereoscopic images fusion.

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Stereoscopic images with real cameras

using calibrated cameras (projected textures)

  • r point correspondences.

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Stereoscopic images: image rectification

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Stereoscopic images: image rectification

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Colorimetric Correction

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Radial distortion

Should be corrected

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Radial distortion

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Lense flare

No 3D meaning → to avoid.

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Noise

Noise: should be corrected (or added on the other views).

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HDR

High Dynamic Range should be the same on each image.

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Video coding

Video compression: inter-frame and intra-frame.

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3D reconstruction

computes 2 images from 4 input images in real-time (gpu).

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3D reconstruction

Plane-sweep

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Billboards

In 3D, we can seen it → to avoid.

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Graphic interface

Zero-parallax, or set up according to the scene.

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Conclusion

Any questions?

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