Stereoscopy in the context of Autostereoscopic


Stereoscopy in the context of Autostereoscopic

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⭐ Core Definition: Stereoscopy

Stereoscopy, also called stereoscopics or stereo imaging, is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives from Ancient Greek στερεός (stereós) 'firm, solid' and σκοπέω (skopéō) 'to look, to see'. Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.

Most stereoscopic methods present a pair of two-dimensional images to the viewer. The left image is presented to the left eye and the right image is presented to the right eye. When viewed, the human brain perceives the images as a single 3D view, giving the viewer the perception of 3D depth. However, the 3D effect lacks proper focal depth, which gives rise to the vergence-accommodation conflict.

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👉 Stereoscopy in the context of Autostereoscopic

Autostereoscopy is any method of displaying stereoscopic images (adding binocular perception of 3D depth) without the use of special headgear, glasses, something that affects vision, or anything for eyes on the part of the viewer. Because headgear is not required, it is also called "glasses-free 3D" or "glassesless 3D".

There are two broad approaches currently used to accommodate motion parallax and wider viewing angles: eye-tracking, and multiple views so that the display does not need to sense where the viewer's eyes are located. Examples of autostereoscopic displays technology include lenticular lens, parallax barrier, and integral imaging. Volumetric and holographic displays are also autostereoscopic, as they produce a different image to each eye, although some do make a distinction between those types of displays that create a vergence-accommodation conflict and those that do not.

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Stereoscopy in the context of 3D near-eye display

A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.

As of 2021, the most common type of 3D display is a stereoscopic display, which is the type of display used in almost all virtual reality equipment. 3D displays can be near-eye displays like in VR headsets, or they can be in a device further away from the eyes like a 3D-enabled mobile device or 3D movie theater.

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Stereoscopy in the context of Holabird & Roche

The architectural firm now known as Holabird & Root was founded in Chicago in 1880. Over the years, the firm has changed its name several times and adapted to the architectural style then current — from Chicago School to Art Deco to Modern Architecture to Sustainable Architecture.

Holabird & Root provides architectural, engineering, interior design, and planning services. It is Chicago's oldest architecture firm. The firm remains a privately held partnership currently operating with five principals and four associate principals.

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Stereoscopy in the context of Sensor fusion

Sensor fusion is a process of combining sensor data or data derived from disparate sources so that the resulting information has less uncertainty than would be possible if these sources were used individually. For instance, one could potentially obtain a more accurate location estimate of an indoor object by combining multiple data sources such as video cameras and WiFi localization signals. The term uncertainty reduction in this case can mean more accurate, more complete, or more dependable, or refer to the result of an emerging view, such as stereoscopic vision (calculation of depth information by combining two-dimensional images from two cameras at slightly different viewpoints).

The data sources for a fusion process are not specified to originate from identical sensors. One can distinguish direct fusion, indirect fusion and fusion of the outputs of the former two. Direct fusion is the fusion of sensor data from a set of heterogeneous or homogeneous sensors, soft sensors, and history values of sensor data, while indirect fusion uses information sources like a priori knowledge about the environment and human input.

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Stereoscopy in the context of 3D film

3D films are motion pictures made to give an illusion of three-dimensional solidity, usually with the help of special glasses worn by viewers. 3D films were prominently featured in the 1950s in American cinema and later experienced a worldwide resurgence in the 1980s and 1990s driven by IMAX high-end theaters and Disney-themed venues. 3D films became increasingly successful throughout the 2000s, peaking with the success of 3D presentations of Avatar in December 2009, after which 3D films again decreased in popularity. Certain directors have also taken more experimental approaches to 3D filmmaking, most notably celebrated auteur Jean-Luc Godard in his film Goodbye to Language.

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Stereoscopy in the context of Eyewear

Eyewear is a term used to refer to all devices worn over both of a person's eyes, or occasionally a single eye (therefore known as a monocle), for one or more of a variety of purposes. Though historically used for vision improvement and correction, eyewear has also evolved into eye protection, for fashion and aesthetic purposes, and starting in the late 20th century, computers and virtual reality.

The primary intention of wearing eyewear can vary based on the need or desire of the wearer. Eyewear comes in different forms, such as glasses, contact lenses, sunglasses and many more. Eyewear (such as glasses and contact lenses) helps most people see clearer or read. Eyewear also can be used for protection, such as sunglasses which protect wearers from the Sun's ultraviolet rays which are damaging to the eyes when unprotected, eyepatches to protect injured eyes from further damage, or goggles which protect the wearer's eyes from debris, water and other chemicals. Variants of eyewear can conversely inhibit or disable vision for its bearers, such as blindfolds and view-limiting device for humans, blinkers for horses, or blinders for birds, especially poultry. Eyewear also exists for other specialized or niche purposes, such as active shutter 3D systems and anaglyph 3D glasses for stereoscopy, and night-vision goggles for low-light environments.

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Stereoscopy in the context of Stereoscope

A stereoscope is a device for viewing a stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image.

A typical stereoscope provides each eye with a lens that makes the image seen through it appear larger and more distant and usually also shifts its apparent horizontal position, so that for a person with normal binocular depth perception the edges of the two images seemingly fuse into one "stereo window". In current practice, the images are prepared so that the scene appears to be beyond this virtual window, through which objects are sometimes allowed to protrude, but this was not always the custom. A divider or other view-limiting feature is usually provided to prevent each eye from being distracted by also seeing the image intended for the other eye.

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Stereoscopy in the context of Anaglyph 3D

Anaglyph 3D is the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of different (usually chromatically opposite) colors, typically red and cyan. Anaglyph 3D images contain two differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images is visible to the eye it is intended for, revealing an integrated stereoscopic image. The visual cortex of the brain fuses this into the perception of a three-dimensional scene or composition.

Anaglyph images have seen a recent resurgence due to the presentation of images and video on the Web, Blu-ray Discs, CDs, and even in print. Low cost paper frames or plastic-framed glasses hold accurate color filters that typically, after 2002, make use of all three primary colors. The norm is red and cyan, with red being used for the left channel. The cheaper filter material used in the monochromatic past dictated red and blue for convenience and cost. There is a material improvement of full color images with the cyan filter, especially for accurate skin tones.

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Stereoscopy in the context of Stereo microscope

The stereo, stereoscopic, operation, or dissecting microscope is an optical microscope variant designed for low magnification observation of a sample, typically using light reflected from the surface of an object rather than transmitted through it. The instrument uses two separate optical paths with two objectives and eyepieces to provide slightly different viewing angles to the left and right eyes. This arrangement produces a three-dimensional visualization for detailed examination of solid samples with complex surface topography. The typical range of magnifications and uses of stereomicroscopy overlap macrophotography.

The stereo microscope is often used to study the surfaces of solid specimens or to carry out close work such as dissection, microsurgery, watch-making, circuit board manufacture or inspection, and examination of fracture surfaces as in fractography and forensic engineering. They are thus widely used in manufacturing industry for manufacture, inspection and quality control. Stereo microscopes are essential tools in entomology.

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Stereoscopy in the context of Stereoplotter

A stereoplotter uses stereo photographs to determine elevations. It has been the primary method to plot contour lines on topographic maps since the 1930s. Although the specific devices have advanced technologically, they are all based on the apparent change in position of a feature in the two stereo photographs.

Stereoplotters have changed as technology has improved. The first stereoplotters where projection stereoplotters they used only the light rays and optics to adjust the image. The Kelsh Plotter is an example of the projection stereoplotters. The analog stereoplotters came next and were more sophisticated in that they used more sophisticated optics to view the image. The analytical stereoplotter is used today. It incorporates a computer which does the work of mathematically aligning the images so that they line up properly. The analytic stereoplotter also allows for storing the data and redrawing at any desired scale.

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Stereoscopy in the context of History of Nintendo

The history of Nintendo, a Japanese video game company based in Kyoto, starts in 1889 when Fusajiro Yamauchi founded "Yamauchi Nintendo", a producer of hanafuda playing cards. Sekiryo Kaneda was company president from 1929 to 1949. His successor Hiroshi Yamauchi had Nintendo producing toys like the Ultra Hand, and video games, including arcade games, the Color TV-Game series of home game consoles (1977—83), and the Game & Watch series of handheld electronic games (1980—86).

Shigeru Miyamoto designed Donkey Kong (1981) for arcades: Nintendo's first international hit game, and origin of the company's mascot, Mario. After the American video game crash of 1983, Nintendo filled a market gap there by releasing their Japanese Famicom home console (1983) as the Nintendo Entertainment System (NES) in 1985. Miyamoto and Takashi Tezuka's innovative Famicom/NES titles, Super Mario Bros. and The Legend of Zelda, greatly influenced gaming. The Game Boy handheld console (1989) and the Super Nintendo Entertainment System home console (1990) were successful, yet Nintendo had an intense business rivalry with Sega's consoles. The Virtual Boy (1995), a portable console with stereoscopic 3D graphics, was a critical and financial failure. With the Nintendo 64 (1996), Nintendo began making games with fully-3D computer graphics. The Pokémon media franchise, partially owned by Nintendo, has been a worldwide hit since 1996.

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Stereoscopy in the context of 3D display

A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are two-view stereoscopic or autostereoscopic displays, which produce a basic 3D effect from binocular disparity, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.

As of 2021, the most common type of 3D display is a two-view stereoscopic display, which is the type of display used in almost all virtual reality equipment. 3D displays can be near-eye displays like in VR headsets, or they can be in a device further away from the eyes like a 3D-enabled mobile device or 3D movie theater.

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Stereoscopy in the context of Multiscopy

A 3D display is multiscopic if it projects more than two images out into the world, unlike conventional 3D stereoscopy, which simulates a 3D scene by displaying only two different views of it, each visible to only one of the viewer's eyes. Multiscopic displays can represent the subject as viewed from a series of locations, and allow each image to be visible only from a range of eye locations narrower than the average human interocular distance of 63 mm. As a result, not only does each eye see a different image, but different pairs of images are seen from different viewing locations.

This allows the observer to view the 3D subject from different angles as they move their head, simulating the real-world depth cue of motion parallax. It also reduces or eliminates the complication of pseudoscopic viewing zones typical of "no glasses" 3D displays that use only two images, making it possible for several randomly located observers to all see the subject in correct 3D at the same time.

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Stereoscopy in the context of Parallax barrier

A parallax barrier is a device placed in front of an image source, such as a liquid crystal display, to allow it to show a stereoscopic or multiscopic image without the need for the viewer to wear 3D glasses. Placed in front of the normal LCD, it consists of an opaque layer with a series of precisely spaced slits, allowing each eye to see a different set of pixels, so creating a sense of depth through parallax in an effect similar to what lenticular printing produces for printed products and lenticular lenses for other displays. A disadvantage of the method in its simplest form is that the viewer must be positioned in a well-defined spot to experience the 3D effect. However, recent versions of this technology have addressed this issue by using face-tracking to adjust the relative positions of the pixels and barrier slits according to the location of the user's eyes, allowing the user to experience the 3D from a wide range of positions. Another disadvantage is that the horizontal pixel count viewable by each eye is halved, reducing the overall horizontal resolution of the image.

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Stereoscopy in the context of Seventh generation of video game consoles

The seventh generation of home video game consoles began on November 22, 2005, with the release of Microsoft's Xbox 360 home console. This was followed by the release of Sony's PlayStation 3 on November 17, 2006, and Nintendo's Wii on November 19, 2006. Each new console introduced new technologies. The Xbox 360 offered games rendered natively at high-definition video (HD) resolutions, the PlayStation 3 offered HD movie playback via a built-in 3D Blu-ray Disc player, and the Wii focused on integrating controllers with movement sensors as well as joysticks. Some Wii controllers could be moved about to control in-game actions, which enabled players to simulate real-world actions through movement during gameplay. By this generation, video game consoles had become an important part of the global IT infrastructure; it is estimated that video game consoles represented 25% of the world's general-purpose computational power in 2007.

Joining Nintendo in releasing motion devices and software, Sony Computer Entertainment released the PlayStation Move in September 2010, which featured motion-sensing gaming similar to that of the Wii. In November 2010, Microsoft released Kinect for use with the Xbox 360. Kinect did not use controllers, instead using cameras to capture the player's body motion and using that to direct gameplay, effectively making the players act as the "controllers". Having sold eight million units in its first 60 days on the market, Kinect claimed the Guinness World Record of being the "fastest selling consumer electronics device".

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