Abstract
When first explored and demonstrated, Stereovision (S3D) was a novelty and to some degree still is today. For some situations such as visualization of computer-aided design and medical analysis, S3D is a valuable and necessary capability. For commercial applications such as signage point-of-sale systems, it can be very helpful in communicating the size, scale and details of a product. In entertainment systems such as the cinema, TV, PCs, and mobile devices like smartphones and tablets, the technology can enhance the experience but the result is heavily dependent on the quality and construct of the content. And in static or semi-static devices such as digital picture frames, S3D is a conversation piece and is usually interesting. The illusion of depth or perspective was first explored in paintings of the early middle ages to enhance the illusion of space. Photogrammetry is the technique of measuring objects (2D or 3D) from photographs; it date back to 1525. Auto-stereoscopic, also known as “glasses-free”, displays are found in mobile devices such as handheld game consoles, tablets, and smartphones and potentially in cameras and handheld GPS devices. Active shutter glasses switch off or block light alternately at a frame rate that is acceptable to the human eye’s persistence level. It may be a cliché but stereovision does allow the viewer to see more, and can when the content is mastered correctly, give a greater sense of realism, and bring the true 3D’ness out.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
- 2.
A daguerreotype (original French: daguerréotype) is an early type of photograph, developed by Louis Daguerre, in which the image is exposed directly onto a mirror-polished surface of silver bearing a coating of silver halide particles. The daguerreotype is a negative image, but the mirrored surface of the metal plate reflects the image and makes it appear positive in the proper light. Thus, daguerreotype is a direct photographic process without the capacity for duplication.
- 3.
Radiosity is a lighting technique in computer graphics known as global illumination where every surface in an environment is illuminated by a combination of direct light and reflected light. It produces soft shadows and a more realistic looking image.
- 4.
Between 1999 and 2001, Nvidia hired the design team that worked on S3D at Metabyte, and in January 2012 Metabyte sued Nvidia for copyright infringement and misappropriation of trade secrets.
References
Dürer, A. (1525). The painter’s manual. (Walter L. Strauss, Trans.). Nuremberg: Abaris Books, Inc., 1977.
Introduction to photogrammetry, aerial archive. Institute for Prehistory and Protohistory, University of Vienna. http://luftbildarchiv.univie.ac.at/.
Ibid.
Doyle, F. (1964). The historical development of analytical photogrammetry. Photogrammetric Engineering and Remote Sensing, 46(7), 923–936.
http://www.biographi.ca/009004-119.01-e.php?BioId=41942&query=
Deville, É. (1895). Photographic surveying: Including the elements of descriptive geometry and perspective (Rev. ed.). Ottawa: Government Printing Bureau.
Lipton, L. (2010, March 18). How shuttering eyewear came to be. http://lennylipton.wordpress.com/2010/03/18/how-shuttering-eyewear-came-to-be/?like=1&source=post_flair&_wpnonce=8099f58e7f.
Lipton, L. (2010). Inventing crystaleyes, part 2. http://lennylipton.wordpress.com/2010/01/28/inventing-crystaleyes-part-2/.
Anaglyphs. http://www.3dwebsite.de/en/assets/downloads/anaglyphs.pdf.
Rollmann, W. (1983). Zwei neue stereoskopische Methoden. Annalen der Physik und Chemie, 90, 186 pp.
Gentle, J. E., Härdle, W. K., & Mori, Y. (Eds.). (2004). Handbook of computational statistics. Berlin: Springer.
Wheatstone, C. (1838). Contributions to the physiology of vision.—Part the first. On some remarkable, and hitherto unobserved, phenomena of binocular vision. Philosophical Transactions of the Royal Society of London, 128, 371–394. http://www.stereoscopy.com/library/wheatstone-paper1838.html.
This work was first published in Cold Spring Harbour symposium on quantitative biology, Vol. 36, p 577.
Ortony, A. (1970). The transmission – reflection method for stereo viewing. The Computer Journal, 14(2), 140–144.
Max, N. L. (1982). Computer representation of molecular surfaces. Journal of Medical Systems, 6(5), 485–499.
http://www.bigmoviezone.com/filmsearch/movies/index.html?uniq=124.
Fergason, J. L., Robinson, S. D., McLaughlin, C. W., Brown, B., Abileah, A., Baker, T. E., & Green, P. J. (2005). An innovative beamsplitter-based stereoscopic/3D display design. IS&T/SPIE 17th annual symposium – electronic imaging science and technology, San Jose, 16–20 Jan 2005.
Smith Engineering. http://en.wikipedia.org/wiki/Smith_Engineering.
Smith, J. http://vectrexmuseum.com/wiki/index.php?title=Jay_Smith.
The Vectrex Museum. http://vectrexmuseum.com/vectrexhistory.php.
It grabbed everybody’s attention, Iwata interviews. http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/4.
Sherman, W. R., & Craig, A. B. (2003). Understanding virtual reality: Interface, application, and design (The Morgan Kaufmann series in computer graphics). San Francisco: Morgan Kaufmann.
Sherman, W. R., & Craig, A. B. (2000). Understanding virtual reality interface, application, and design (The Morgan Kaufmann series in computer graphics). San Francisco: Morgan Kaufmann Publishers, an imprint of Elsevier Science, 2000.
The Father Of Virtual Reality. http://mortonheilig.com/.
Packer, R. (2002). Multimedia: From Wagner to virtual reality. New York: W. W. Norton & Company.
Sutherland, I. E. (1968). A head-mounted three dimensional display. In Proceedings of the fall joint computer conference (pp. 757–764). Montvale: AFIPS Press.
Boden, M. A. (2006). Mind as machine: A history of cognitive science (Vol. 2). New York: Oxford University Press.
Sutherland, I. E. (1965). The ultimate display. Proceedings of IFIPS Congress 1965, New York, 2, 506–508.
Peters, T., Moore, J., Guiraudon, G., Jones, D., Bainbridge, D., Wiles, A., Linte, C., & Wedlake, C. (2006, December 13). Inside the beating heart: Toward a less-invasive approach to surgery. SPIE Newsroom. doi:10.1117/2.1200611.0495, http://spie.org/x8506.xml.
Edelsbrunner, H., Fu, P., & Qian, J. (1996). Geometric modeling in CAVE. Department of Computer Science and National Center for Supercomputing Applications, University of Illinois at Urba.na-Champaign, Illinois, USA.
Gombrich, E. H. (1972, April). Symbolic images: studies in the art of the renaissance (p. 158). Oxford: Phaidon Press.
Author information
Authors and Affiliations
Appendix
Appendix
8.1.1 The History of S3D
1844 | David Brewster introduces the Stereoscope, a device for taking stereo photographs. |
1851 | A 3D photo of Queen Victoria is displayed at The Great Exhibition. |
1855 | Kinematoscope (Stereo Animation Camera) invented. |
1895 | Édouard Deville built the first stereoplotter. |
1915 | First anaglyphic movie produced. |
1922 | First anaglyphic movie shown in theatres (The Power of Love). |
1935 | The first color 3D movie is produced. |
1947 | The first Russian 3D movie, Robinson Crusoe, is produced. |
1952 | Touted as the world’s first feature-length 3D movie, Bwana Devil is released in the USA and heralds a short-lived boom in 3D movie production. |
1953 | Two groundbreaking 3D movies are released: Man in the Dark and House of Wax. The latter is the first 3D movie released with stereo sound, and is directed by André De Toth—who has only one eye. |
1953 | The 3D Follies becomes the first 3D film to be cancelled during production, signaling the end of the 3D boom. |
1960 | September Storm is the first anaglyphic movie released in the Cinemascope format (although technically it’s just an expanded non-anamorphic film). |
1981 | Comin at Ya! is released in anaglyphic format using the “over and under” process (where two views are printed on a single frame, one above the other). This film launches the 3D boom of the 1980s that includes Amityville 3D, Friday the 13th Part III and Jaws 3D. |
2009 | James Cameron’s film Avatar, shot with the Fusion Camera System he helped develop, is hailed as the best 3D film to date and helps push 3D towards the mainstream. |
2010 | The world’s first dedicated 3D television channel, South Korea’s SKY 3D, launches with side-by-side 1920 × 1080i resolution. |
2010 | The Consumer Electronics Show (CES) features prototype 3D televisions from most major manufacturers. |
8.1.2 Symbols
As art historians have pointed out, early art was often iconographic, depicting symbols, as these Egyptian symbols for fractions illustrate, rather than aspiring to three-dimensional realism [34]. This early history underscores a second aspect of pictures, which we must consider: their symbolic content. Because of the potentially arbitrary relation between a symbol, and what it denotes, a symbol itself is not a picture. Nevertheless, from the very beginning, symbols have found their way into many pictures, and we now must live with both the symbolic and geometric aspects of pictorial communication. Furthermore, focusing on the symbolic content has the useful effect of reminding the viewer of the essentially duplicitous nature of a picture since, though it inherently represents an alternative space, it itself is an object with a flat surface and fixed distance from the viewer (Fig. 8.54).
Each part of the eye is also a symbol for a commonly used fraction. These assignments follow from a myth in which the Sun, represented by the eye, was torn to pieces by the God of Darkness later reassembled by Thoth, the God of Learning.
Rights and permissions
Copyright information
© 2013 Springer-Verlag London
About this chapter
Cite this chapter
Peddie, J. (2013). Stereoscopic 3D in Computers. In: The History of Visual Magic in Computers. Springer, London. https://doi.org/10.1007/978-1-4471-4932-3_8
Download citation
DOI: https://doi.org/10.1007/978-1-4471-4932-3_8
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-4471-4931-6
Online ISBN: 978-1-4471-4932-3
eBook Packages: Computer ScienceComputer Science (R0)