Stories from July 27th, 2011

The zone of comfort: Predicting visual discomfort with stereo displays

Recently we brought you an article that made headlines around the internet supposedly confirming the damage that 3D Movies can do to your vision.  I was just contacted by some of the folks involved in the study wanting to bring out some information that shows the dangers of reporting on nothing but the abstract.  If you read the article abstract, it confirms basically what people were saying:

 In one experiment, we examined the effect of viewing distance on discomfort and fatigue. We found that conflicts of a given dioptric value were slightly less comfortable at far than at near distance. In a second experiment, we examined the effect of the sign of the vergence–accommodation conflict on discomfort and fatigue. We found that negative conflicts (stereo content behind the screen) are less comfortable at far distances and that positive conflicts (content in front of screen) are less comfortable at near distances. In a third experiment, we measured phoria and the zone of clear single binocular vision, which are clinical measurements commonly associated with correcting refractive error. Those measurements predicted susceptibility to discomfort in the first two experiments.

However, if you read the full paper (Available online & in PDF at the link below), you’ll see the actual paper is a bit different that reported.  In the conclusions they compare their recorded data on discomfort to cinematographer guidelines on working with 3D stereo to see how they match up.

Our data imply a larger range for comfortable viewing than the percentage rule implies, but this difference is undoubtedly due to criterion differences, i.e.,
in the magnitude of discomfort that is assumed to be allowable in the two cases. However, our data also imply greater tolerance for near disparities relative to the
percentage rule than for far disparities. We suggest that the percentage rule be modified to incorporate this asymmetry, i.e., that 3–4% be allowed for near disparities
and 1–2% for far disparities. We conclude that the percentage rule, coupled with reasonable assumptions about viewing distance, is a fairly reasonable guideline
for creating comfortable viewing, but it may require some modification.

 

 

So that’s the true value of the study.  Coming up with more accurate & experimentally proven figures for 3D Stereo parameters will only improve things in the long-run, hopefully eliminating nausea and headaches that so many people complain of.

The zone of comfort: Predicting visual discomfort with stereo displays.

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Stories from February 7th, 2011

NASA – First Ever STEREO Images of the Entire Sun

NASA’s twin STEREO probes have finally moved into position around the sun, giving us real-time complete coverage of what’s going on both the visible and hidden side of our closest star.

“With data like these, we can fly around the sun to see what’s happening over the horizon—without ever leaving our desks,” says STEREO program scientist Lika Guhathakurta at NASA headquarters. “I expect great advances in theoretical solar physics and space weather forecasting.”

The information so far has been impressive, and promises lots of new insight into how the sun works and its effects on various earth systems like tsunamis and magnetics.

via NASA – First Ever STEREO Images of the Entire Sun.

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Stories from December 8th, 2010

Technicolor Intros 3D Video Certification

Technicolor has announced a new 3D certification program that evaluates individual shots again some objective criteria in a 15-point quality checklist, in hopes of raising the bar on stereo content.  Training programs and post-production techniques are also part of the package, along with a fancy 3D analysis software application that can give a pixel-count of objects that are too close or too far, creating stereo problems.

“Our 3D certification platform allows our stereo technicians to quickly and precisely diagnose many of the issues that create viewer fatigue and discomfort,” said Pierre (Pete) Routhier, Technicolor’s VP for 3D product strategy and business development, in a statement. “Our goal in launching the Certifi3D program was to take a proactive approach in support of the industry to ensure a consistent and quality end-consumer 3D experience in the home.”

via Technicolor Intros 3D Video Certification — 3D Video — InformationWeek.

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Stories from August 13th, 2010

Does 3-D Stereo have harmful effects?

Does 3-D Stereo have harmful effects? Probably not. There are no studies that show that watching 3-D content will harm you. But then again, there are also no studies that show it won’t. Absence of proof is not proof of absence. Personally, I have seen some really bad 3-D content that makes me sick. Then again, I have also seen some really bad 2-D content that makes me sick. I guess that means that someone needs to fund a study to find an answer to the question. Until then, Gamasutra has asked an ophthalmologist for his opinion.

Stereoscopic 3D video games and movies make your eyes do weird things to create the illusion of depth. As a result, for some, 3D viewing elicits a feeling of imbalance, disorientation or a general indication that lunch is on its way back up.

But beyond those short-term effects, with 3D televisions hitting the market and Sony and Nintendo releasing 3D stereoscopic video games, is there risk of permanent eye damage from exposing eyeballs to the faux third dimension for prolonged periods of time?

“It’s not likely to cause any permanent harm to vision,” said Dr. Mark Borchert, a respected L.A.-based ophthalmologist with the American Academy of Ophthalmology, talking to Gamasutra.

via 3D Gaming Won’t Make Your Eyes Stick That Way, Says Top Doc @ Gamasutra

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Stories from March 17th, 2010

AMD Brings Up Open Stereo 3D at GDC


For the past six months, AMD has brought us the fastest DirectX 11 graphics card on the planet. Not only that, but they have created a new market with their Eyefinity technology. Nvidia has not been sitting still. They have chased after the GPGPU, game developers, and 3D market. Now AMD is starting their push into the 3-D market with the Open Stereo 3D initiative. From the article at Softpedia:

AMD spoke briefly of its plans for an Open Stereo 3D environment at the game Developers Conference in San Francisco. Apparently, the Sunnyvale, California-based CPU and GPU maker will encourage the more rapid creation and adoption of such products as 3D notebooks, 3D monitors, Blu-ray 3D movies, DirectX 9/10/11 graphics cards and, naturally, 3D software, including media and, of course, 3D games. To do this, the company will supposedly collaborate with vendors of all such products.

It sounds to me like this Open Stereo 3D initiative is just beginning. A search of the AMD website turns up no mention of Open Stereo 3D.

via AMD Brings Up Open Stereo 3D at GDC – Wants to speed up adoption of 3D – Softpedia.

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Stories from October 27th, 2009

The Fusion 3D Camera System in Avatar

avatarJames Cameron’s “Avatar” could be a cinematic masterpiece or a flop, but noone can deny the impact it’s had on the hardware of the film industry.  Over at THR.com they look at the new “Fusion 3D Camera system”, how it was developed and how it could change the 3D Stereo Film industry.

For instance, the film’s live action was lensed using the Fusion 3D camera system, which Cameron invented with Vince Pace, a director of photography on the film. First used to make Cameron’s 2003 Imax 3D film “Ghosts of the Abyss,” the Fusion rigs — which can be used with a variety of digital cinematography cameras — are now available for rental via Pace’s Burbank-based 3D provider, which continues to develop the system for other productions.

Fusion has been used on such live-action digital 3D titles as this summer’s “The Final Destination” and concert films by Miley Cyrus and the Jonas Brothers. Those films benefited from the work done to prepare the camera system for the challenging “Avatar” production.

via 3D spotlight.

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Stories from July 20th, 2009

YouTube, Now in 3D!

youtube3dOne enterprising googler has spent his fabled 20% time developing a 3D video system for YouTube.  Supporting Anaglyphic stereo (Red/Cyan or Amber/Blue), and a few funny “manual” modes like CrossEyed, it’s still pretty experimental.

See one video after the break.

Read more…

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Stories from June 26th, 2009

3D Camera adds depth to your iPhone photography

iphone-3d-camera-splash-screenA new app in the Apple App Store aims to turn the meager iPhone camera into a 3D Camera by allowing you to composite pairs of images into analyphic or sterographic images.

To take the photos, you use one of two methods. If you’re planning on taking an anaglyph or sterogram, you take one picture, move the iPhone camera slightly to the right, and take another photo. To make a wiggle stereogram, you point directly at the same object from two slightly different vantage points. The app provides instructions on exactly how to take the two photos each time you launch it.

The app sells for $1.99 (iTunes Link).  Anyone want to send us at VizWorld an analyphic image to show?

via 3D Camera adds depth to your iPhone photography.

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Stories from June 8th, 2009

Stereoscopic 3D Monitor From iZ3D

We’ve talked about iZ3D monitors before, the passive stereo LCD’s that give you stereo with pretty much any video cards and without shutter glasses.  The technology is neat, but NVidia is eating into their market with the new GeForce Stereo solution.  Anandtech takes an iZ3D display for a test drive, and finds it a bit lacking.

But despite the fact that iZ3D delivers on hardware compatibility and offers passive glasses that are much more user friendly, the fact that each game requires manual tweaking combined with the image quality issues really disappointed us. For an NVIDIA owner, GeForce 3D Vision adds more value, and the iZ3D monitor really isn’t something we believe would add as much value to an AMD set up as 3D Vision adds to NVIDIA hardware (which still isn’t a lot without much better developer and software support).

via AnandTech: Stereoscopic 3D Monitor From iZ3D: Passive Glasses and Polarized Screens.

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Stories from June 4th, 2009

NVidia Giving away 3D Vision at Computex2009

NVidia drew a crowd today by giving away 3D Vision equipment in their booth at Computex2009.  However, unlike their recent active-shutter technology, they surprised everyone by going old-school.

NVIDIA showed a few games (Tomb Raider was one, Burnout: Paradise was another) running while supplying the press with those glasses seen above and while yes, it did look like things were coming out of the screen, it looked awful while things were coming out of the screen.

It’s particularly surprising since most of the marketing material lambasted anaglyphic stereo technology as antiquated junk.

via PC Perspective – Computex 2009: NVIDIA gives away 3D Vision, but not really.

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