3D Or Not 3D, That Is: The Question
July 2007 |
Sfumato is a lovely word. Nausea is not. Both are associated
with human perception of imagery in depth.
It's commonly thought that two eyes are required for the visual
sensation of distance, but that's not entirely true.
We live in a three-dimensional world--all of us, including
those who are blind in one eye. We also commonly mentally
calculate depth when viewing two-dimensional pictures--on
computer, video, and movie screens as well as in books, magazines,
newspapers, photos, and museums.
Our strongest depth cue is probably occlusion. It works in
all visual media and for all observers. Consider two dots
of apparently equal visual size. Which is farther away? It's
the one that gets covered by the other (as in a solar eclipse,
for example).
Another depth cue is size. Which horse is supposed to be closer
to the observer in a painting? It's the bigger one.
Then there's geometric perspective. A vertical line with arrowheads
pointing towards its center can appear to be like the far
corner of a room; one with arrowheads pointing away appears
like the near corner of a building seen from the outside.
Sfumato, or aerial perspective, may be found in the paintings
of Leonardo. Distant mountains are hazier and bluer than closer
ones.
The moving-image media offer still more distance cues. As
a camera travels past something, that object must have been
closer than something still up ahead. Our two eyes offer slightly
different views, but those same two views may be seen by a
one-eyed observer who simply moves that eye laterally a distance
of roughly 2.5 inches.
A number of so-called "3D TV" systems have relied
on such movement. One of the more recent simply moved the
lens iris instead of the camera.
The NBA All-Star Game that was recently shot stereoscopically
was hardly the first effort at imaging video in depth. <I>Business
Week<P> reported in 1953 on 3D television broadcasts
in Mexico, and the first 3D video was demonstrated decades
before that. 3D cartoons have been broadcast in Japan. The
Tournament of Roses was carried in 3D TV years ago; so were
portions of the Super Bowl and a Rolling Stones tour.
Each 3D TV revival seems to come with the advent of new technology.
The 1953 broadcasts required large polarized filters in front
of TV screens and prismatic glasses. Color TV allowed cheaper
glasses and no covered TV screens, though the results were
often poor.
A quarter-century later, a filtered, guillotine lens iris
offered simplified shooting, some measure of compatibility
for 2D viewers, and a brightness balance achieved by the selection
of green and magenta as the view-separating filters. It could
be worth examining that last aspect in greater detail.
Colored 3D glasses have often used red and blue filters. In
traditional color TV, red contributes 30 percent of the brightness
and blue only 11 percent. The remainder is green. The huge
imbalance between red and blue was thought to contribute to
the discomfort of 3D viewers.
Today's digital era seems ideal for another 3D TV revival.
With bit-rate-reduction systems, the additional information
required for a second eye's view is a tiny fraction of that
of the first. Electronically shuttered glasses can perfectly
separate the images and offer full color. Small cameras simplify
shooting. And there's no unequal brightness to cause discomfort.
Unfortunately, that's not necessarily the only physiological
concern. The 3-D cartoons in Japan made use of something called
the chromostereoscopic effect. Try generating some red text
over a blue background, and the words may appear to float
off the screen. The simple lenses in our eyes need to focus
closer on red than on blue, and feedback from the focus muscles
suggests to our brains that red objects are, therefore, closer
than blue.
Adjustment of an eye's lens focus is called accommodation.
Another musculo-visual mechanism is convergence--the aiming
of our two eyes at a particular distance. It, too, offers
feedback.
There are a few 3D display systems, notably holography, that
allow humans to accommodate and converge on distant objects
just as they would in the three-dimensional world. In most,
however, images appear on a flat plane. Accommodation feedback
indicates everything is at the same distance; convergence
feedback contradicts it.
Is that difference sufficient to cause nausea for long-duration
3D TV viewers? Perhaps that is the question.Mark Schubin is
an engineering consultant with a diverse range of clients,
from the Metropolitan Opera to Sesame Workshop.