POV-Ray : Newsgroups : povray.binaries.images : Playing around with anaglyph images - topview.jpg (0/1) Server Time
2 Oct 2024 04:24:53 EDT (-0400)
  Playing around with anaglyph images - topview.jpg (0/1) (Message 6 to 15 of 15)  
<<< Previous 5 Messages Goto Initial 10 Messages
From: Alan
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 10:02:11
Message: <395b56e3$1@news.povray.org>
I thought it was pretty good. My 7 year old son said the top of the gate
jumped out at him.

Alan

"Jeff Lee" <shi### [at] gatenet> wrote in message
news:395### [at] mailhostgatenet...


Post a reply to this message

From: Jeff Lee
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 10:20:24
Message: <395b6943.1545919@news.povray.org>
"Rick" <ric### [at] kitty5com> wrote:
>
> not bad, its just a shame that so much is lost just to give the image a 3d
> look,

How do you mean "lost"?


> maybe you should try the cross eye style next time!

I've tried that, but of course you're limited to half your monitor width
for each side.


-- 
Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/


Post a reply to this message

From: Rune
Subject: Re: Playing around with anaglyph images - topview.jpg (0/1)
Date: 29 Jun 2000 12:39:22
Message: <395b7bba@news.povray.org>
"Jeff Lee" wrote:
> It seems to work fairly well if I render two images (one for
> each eye) and combine the red channel of the left eye's image
> with the green and blue channels of the right eye's image --
> is this the proper way to go about doing it (assuming the
> glasses have a red left lens and a blue right lens)?

As far as I know you need to convert both images to grayscale, and *then*
combine the red channel of the left eye's image with the green and blue
channels of the right eye's image.

Yes, you loose all color information in the image, but that's just the way
anaglyph are...

I'm not entirely sure of what I say here, so if anybody knows better, please
tell me.

> Anyway, here's a test anaglyph render I ran last night.
> There's a little bit of ghosting, especially through the red
> lens; does anyone know how to get rid of it, or is it simply
> a byproduct of full-colour 3D images (since the green channel
> isn't completely filtered out by the red lens)?

Probably because the image colors and the colors of the glasses doesn't
match 100%.
I don't know what to do about it, but maybe my above suggestion might help a
little.

Greetings,

Rune
--
Updated June 12: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!


Post a reply to this message

From: Harold Baize
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 13:02:47
Message: <395b8137@news.povray.org>
Very nice. At first I thought the stereo base was too small but it works.
The only other pointer would be to move the scene back into the stereo
window a little because the bulkhead on the right is cut off by the edge
of the image.

On the ghosting, I'm not getting much. Sometime it depends on your
3D glasses and your monitor. The glasses that came with Sports
Illustrated might be optimal for viewing printed anaglyphs. I have a
pair with darker lenses.

I think you did the color separations just right, many people have a
strong opinion that all anaglyphs should be gray scale, but often a
"color" anaglyph works.

Harold
"Jeff Lee" <shi### [at] gatenet> wrote in message
news:395### [at] mailhostgatenet...


Post a reply to this message

From: Sander
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 16:07:23
Message: <395bac7b@news.povray.org>
Great again! There are several things I don't get:
1) What do you do essentially to make an anaglyph and
2) what type of lighting - lightsources - did you use? I have been
struggling for some time with that in particular, and I don't seem to be
able to get a natural looking type of light...

--
Regards,  Sander
-----------------------------

Jeff Lee <shi### [at] gatenet> schreef in berichtnieuws
395### [at] mailhostgatenet...


Post a reply to this message

From: Simon de Vet
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:23:02
Message: <395BBE6B.5B9E9564@istar.ca>
Jeff Lee wrote:

>  [Image]

*Jaw drops*

Gaaah...


Simon


Post a reply to this message

From: Rune
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:36:34
Message: <395bc162@news.povray.org>
"Harold Baize" wrote:
> I think you did the color separations just right, many people
> have a strong opinion that all anaglyphs should be gray scale,
> but often a "color" anaglyph works.

The image in question has very much gray in it in the first place, so it
works ok. However, with more colorful images it doesn't work if you don't
convert to grayscale first.

If you have a scene with a red sphere in it, it will appear bright to your
one eye, and dark to your other eye. With a blue or cyan sphere it will be
the other way around. You can imagine how a colorful scene may appear
totally different with your two eyes... The most correct method always is to
convert to grayscale first, I think.

Greetings,

Rune
--
Updated June 12: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!


Post a reply to this message

From: Harold Baize
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:49:25
Message: <395bc465$1@news.povray.org>
We're much in agreement here, I prefer gray anaglyphs. Don't like the
distorted colors and increased ghosting of "color" analgyphs, but
ocasionally
they're better than the grayscale. Like you said, if the color saturation is
not too high and if there isn't a lot of red in it. It is unfortunate that
publications like Sports Illustrated insist on using the color anaglyphs
even where there is too much retinal rivalry and ghosting. Whenever I make
an anaglyph from a stereo image I try it both ways and 75% of the time I
prefer the gray anaglyph.

Harold

"Rune" <run### [at] inamecom> wrote in message
news:395bc162@news.povray.org...
> "Harold Baize" wrote:
> > I think you did the color separations just right, many people
> > have a strong opinion that all anaglyphs should be gray scale,
> > but often a "color" anaglyph works.
>
> The image in question has very much gray in it in the first place, so it
> works ok. However, with more colorful images it doesn't work if you don't
> convert to grayscale first.
>
> If you have a scene with a red sphere in it, it will appear bright to your
> one eye, and dark to your other eye. With a blue or cyan sphere it will be
> the other way around. You can imagine how a colorful scene may appear
> totally different with your two eyes... The most correct method always is
to
> convert to grayscale first, I think.
>
> Greetings,
>
> Rune


Post a reply to this message

From: Jeff Lee
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 18:21:12
Message: <395bc95e.225357@news.povray.org>
"Sander" <san### [at] stolscom> wrote:
>
> 1) What do you do essentially to make an anaglyph and

Basically, I just rendered it twice, with the cameras about 2.5 "inches"
apart (average eye spacing).  Then I wrote a quick program to pull the
red channel out of the left eye's image, and combine it with the green
and blue channels of the right eye's image.


> 2) what type of lighting - lightsources - did you use? I have been
> struggling for some time with that in particular, and I don't seem to be
> able to get a natural looking type of light...

Just area lights (area spotlights, where possible), with light fading (I
find that fade_power 2 seems to give me the kinds of results I'm looking
for).  This is the code I used for one of the spotlights in the ceiling:

  light_source { <0,330,-140> colour rgb CeilingLights
    spotlight  point_at <0,188,0>  radius 15  falloff 30  tightness 0.5
    fade_distance 200  fade_power 2
    #if (SlowLights)  area_light x*5, z*5, 2, 2 jitter  #end
  }


-- 
Jeff Lee         shi### [at] gatenet        http://www.gate.net/~shipbrk/

  "The only thing that helps me maintain my slender grip on reality
  is the friendship I share with my collection of singing potatoes."


Post a reply to this message

From: Sander
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 30 Jun 2000 15:32:36
Message: <395cf5d4@news.povray.org>
Thanks for the suggestions, Jeff!

--
Regards,  Sander
-----------------------------

Jeff Lee <shi### [at] gatenet> schreef in berichtnieuws
395bc95e.225357@news.povray.org...
> "Sander" <san### [at] stolscom> wrote:
> >
> > 1) What do you do essentially to make an anaglyph and
>
> Basically, I just rendered it twice, with the cameras about 2.5 "inches"
> apart (average eye spacing).  Then I wrote a quick program to pull the
> red channel out of the left eye's image, and combine it with the green
> and blue channels of the right eye's image.
>
>
> > 2) what type of lighting - lightsources - did you use? I have been
> > struggling for some time with that in particular, and I don't seem to be
> > able to get a natural looking type of light...
>
> Just area lights (area spotlights, where possible), with light fading (I
> find that fade_power 2 seems to give me the kinds of results I'm looking
> for).  This is the code I used for one of the spotlights in the ceiling:
>
>   light_source { <0,330,-140> colour rgb CeilingLights
>     spotlight  point_at <0,188,0>  radius 15  falloff 30  tightness 0.5
>     fade_distance 200  fade_power 2
>     #if (SlowLights)  area_light x*5, z*5, 2, 2 jitter  #end
>   }
>
>
> --
> Jeff Lee         shi### [at] gatenet        http://www.gate.net/~shipbrk/
>
>   "The only thing that helps me maintain my slender grip on reality
>   is the friendship I share with my collection of singing potatoes."


Post a reply to this message

<<< Previous 5 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.