POV-Ray : Newsgroups : povray.general : Stereoscopic camera theroy : Re: Stereoscopic camera theroy Server Time
28 Jul 2024 20:30:39 EDT (-0400)
  Re: Stereoscopic camera theroy  
From: Wolfgang Wieser
Date: 31 Mar 2004 04:11:46
Message: <406a8b51@news.povray.org>
Paul Bourke wrote:
> High quality stereo is one of my main activities, I use OpenGL, POVray,
> 3dStudioMax, and a bunch of other rendering tools. I would be happy to
> answer any specific questions you might have although only in regard
> to creating stereo pairs that are to be presented to each eye
> independently, that is, I don't deal in any of the cross eye business.
> 
I am sorry for not answering more quickly.
Okay, your web page made things a bit clearer. But still...

It seems that creating left/right stereo pairs for independent 
projection onto the eyes (using a stereo helmet with two screens 
or whatever) can be done using for the camera: 

location = primary_location +/- eye_distance/2*right
right, up and direction stay unchanged from primary parameters. 

(where "primary" means: "of the corresponding non-stereoscopic camera")

Okay, this, however, requires you to cut off a certain part of 
the left and right image. Now, if one uses a non-perpendicular 
camera: 

location = primary_location +/- eye_distance/2 * right
direction = primary_direction -/+ eye_distanc/(2*windepth) * right
right and up stay unchanged from primary parameters.

...it seems that one can create the required left/right image 
pairs without cutting off parts of the image. 
[Can anyone confirm that?]

But that is just the first half; in case the above was correct, 
here comes my actual problem: If one views the stereo pairs using 
the anaglyph method or cross-eyed, the eye directions are not 
perpendicular to the projection screen because they cross 
each other before (cross-eyed) or somewhere behind the screen. 

Now, the problem is: How can one compensate for that?
(I.e. which direction and right vectors need to be chosen?)

Wolfgang

P.S: I like your homepage!


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