From steinmetz!uunet!leah.Albany.EDU!rsb584 Sun Feb 7 14:52:56 1988 Received: by kbsvax.steinmetz (1.2/1.1x Steinmetz) id AA16253; Sun, 7 Feb 88 01:21:34 est Received: from LEAH.ALBANY.EDU by uunet.UU.NET (5.54/1.14) id AA22385; Sun, 7 Feb 88 01:01:13 EST Date: Sun, 7 Feb 88 01:03:50 EST From: steinmetz!uunet!leah.Albany.EDU!rsb584 (Raymond S Brand) Received: by leah.Albany.EDU (5.58/1.1) id AA15043; Sun, 7 Feb 88 01:03:50 EST Message-Id: <8802070603.AA15043@leah.Albany.EDU> To: beowulf!rsbx >From dave@onfcanim.UUCP Thu Feb 4 14:15:51 1988 Path: leah!itsgw!batcomputer!cornell!rochester!bbn!husc6!rutgers!clyde!watmath!onfcanim!dave From: dave@onfcanim.UUCP (Dave Martindale) Newsgroups: comp.graphics Subject: Re: Interactive Stereo Viewing Message-ID: <15546@onfcanim.UUCP> Date: 4 Feb 88 19:15:51 GMT References: <4615@tut.cis.ohio-state.edu> <146@rocky8.rockefeller.edu> <1396@pixar.UUCP> <5039@well.UUCP> <3005@watcgl.waterloo.edu> Reply-To: dave@onfcanim.UUCP (Dave Martindale) Organization: National Film Board / Office national du film, Montreal Lines: 91 Dave Forsey and Flip Philips have been discussing whether you converge the two cameras in 3D, or whether you leave their axes parallel. At least in the case of Transitions, the Expo '86 IMAX 3-D movie, sometimes they did and sometimes they didn't. There are tradeoffs. Your eyes are used to converging and focusing at the same time. You can maintain this link in 3D only if the object you are looking at appears at the same distance as the screen, with the rest of the scene extending in front of and behind the screen - pretty limited. However, your visual system is pretty flexible, within limits, and you can actually present scenes where the eyes focus separately from their convergence, provided you don't try to have them converge *too* far, or try to make them *diverge* rather than converge. Good 3-D gives you the feeling of "being there", of seeing a real three-dimensional environment. For this to work, you eyes must be able to roam around the environment without finding things that just "don't work" to your visual system. This also means that large depths of field are necessary, requiring small lens apertures on the cameras and lots of light. In the real world, as your eyes roam around a scene, they change convergence as they change focus, and the object being viewed is always at the point where the eyes converge. The cameras cannot do this, so convergence has to be set to suit the subject matter of the scene. In scenes that contain far-away objects, you almost always want the cameras parallel, since that gives superimposed images on screen for the far-distant objects. The audience can thus look at the far objects naturally, without strain. If the cameras were converged, the eyes of the audience would have to *diverge* to look at the far-away objects, which most of us are not capable of. However, really close objects then have a large offset between the two images on screen, and it becomes impossible for some members of the audience to converge their eyes enough to see both images simultaneously. This effect is worst for people at the front of the theatre, since a given linear displacement in the images translates to a larger angular displacement for them. So, in scenes where the focus of interest is quite close to the cameras, the cameras are converged somewhat to reduce the on-screen displacement and help out the audience. This works fine if the scene is such that there isn't any detail at infinity, or if you know the audience attention is going to be riveted on the thing in the foreground (e.g. the aforementioned egg hovering above the head of the person in front of you in the audience). It's all illusion anyway - you can't reproduce mathematically correct 3D for more than one person in the audience anyway, so what you try for is the best apparent 3-D for the most people simultaneously. For example, when the egg breaks in Transitions, some people think it's going to land in their lap, and some just watch it land on the head of the person ahead of them without worrying about their own clothes. Another example of this: the 3-D effect varies greatly with distance from the projection screen. A given angular displacement of objects results in an apparent depth which is a particular fraction of the distance between the viewer's eye and the screen. This is true for differential depth as well - an object which appears to be 1 meter deep to someone at the front of the audience will appear 2 meters deep to someone at the back, if they are twice as far from the screen. Now, when you consider that apparent height and width of objects is inversely proportional to distance from screen but apparent depth is directly proportional to distance, then you can see that the apparent depth-to-width ratio of objects changes as the square of the viewing distance change. Often, you brain compensates for this, since you *know* the proportions of things, but sometimes it is very obvious. In Transitions, there is a scene where a small boy is asleep in bed. From the front of the theatre, the bed looks rather short compared to its width, but well it's a child's bed so that's OK. But from the back of the theatre, it looks like the bed is about 15 feet long. In practice, the 3D is usually computed so that things look "right" for someone in the centre of the audience, and so people at the front see compressed depth and people at the back see it exaggerated. (This assumes, of course, that the cinematographer or "3D consultant" understands the mathematics of 3D at all - if they don't, who knows what you get). I watched "Transitions" many times with the theatre empty, and found that although the 3D looked more natural from the centre, I preferred either the extreme front or extreme back of the audience seating. From the back, you get the most exaggerated 3D, and from the front you get the most effect from the IMAX screen filling your field of view, towering above you. I remember one scene where two boys were shovelling wheat in a truck, and I was afraid that they were going to bury me in it at any moment. Dave Martindale