Abstract
A fundamental element of stereoscopic and/or autostereoscopic image production is the geometrical analysis of shooting and viewing conditions in order to obtain a qualitative 3D perception experience. Starting from the usual multiscopic rendering geometry and the classical off-axis coplanar multipoint 3D shooting geometry, we firstly compare the perceived depth with the shot scene depth, for a couple of shooting and rendering devices. This yields a depth distortion model whose parameters are expressed from the geometrical characteristics of shooting and rendering devices. Then, we explain how to invert these expressions in order to design the appropriate shooting layout from a chosen rendering device and a desired effect of depth. Thus, thanks to our scientific know-how, we based our work on the link between the shooting and rendering geometries, which enables to control the distortion of the perceived depth. Finally, thanks to our technological expertise, this design scheme provides three patented shooting technologies producing qualitative 3D content for various kinds of scenes (real or virtual, still or animated), complying with any pre-chosen distortion when rendered on any specific multiscopic technology and device as specified previously.
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Prévoteau, J., Chalençon-Piotin, S., Debons, D., Lucas, L., Remion, Y. (2010). Improving 3D Visual Experience by Controlling the Perceived Depth Distortion. In: Mrak, M., Grgic, M., Kunt, M. (eds) High-Quality Visual Experience. Signals and Communication Technology. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12802-8_16
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DOI: https://doi.org/10.1007/978-3-642-12802-8_16
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-12801-1
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