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NOIDA INSTITUTE OF ENGINEERING & TECHNOLOGY REPORT FILE “3- DIMENSIONAL TECHNOLOGY” 1

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NOIDA INSTITUTE OF ENGINEERING & TECHNOLOGY

REPORT FILE

“3- DIMENSIONAL TECHNOLOGY”

Certificate

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This is to certify that, Ankit Mishra of E.C-VII-A has made a report on the “3-

Dimensional Technology”. The report here submitted is true, genuine, and

accurate in its limitations.

Dr. V.K Pandey

(H.O.D ECE DEPTT.)

--------------------------------------------

Mr. Deepak Bhardwaj

(Lecturer)

----------------------------------------------

Acknowledgement

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Abstract

Our left eye and right eye are two separate lenses, registering two

differently-angled images of the mouse, which are then sent to your brain.

The brain then acts as the ‘image processor’, putting the two pictures

together to come up with one three-dimensional picture in your mind. In

computers, 3-D (three dimensions or three-dimensional) describes an image

that provides the perception of depth. 3-D Technology has a vision of the

future that is a quantum leap beyond current display hardware.  It is working

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to integrate a volumetric display that can satisfy the visualization needs of

industries as diverse as military, medicine, science, engineering, education,

and entertainment. 3-D image creation can be viewed as a three-phase

process of: tessellation , geometry , and rendering 3-D Studio MAX,

Softimage 3D, and Visual Reality. The Virtual Reality Modelling Language

(VRML ) allows the creator to specify images and the rules for theirs display

and interaction using textual language statements.

Contents

Introduction………………………………………………………….. 6

Stereoscopy………………………………………………………….. 10

3-D image processing on integral imaging………………… 11

3-D Conformal Radiology…………………………………………. 21

3-D Printing……………………………………………………………. 23

3-D Television…………………………………………………………. 26

Digital 3-D………………………………………………………………. 31

3-D Cameras……………………………………………………………. 37

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I ntroduction

In computers, 3-D (three dimensions or three-dimensional)

describes an image that provides the perception of depth. When 3-D

images are made interactive so that users feel involved with the

scene, the experience is called virtual reality

3-D image creation can be viewed as a three-phase process of:

tessellation , geometry , and rendering . In the first phase, models

are created of individual objects using linked points that are made

into a number of individual polygons (tiles). In the next stage, the

polygons are transformed in various ways and lighting effects are

applied. In the third stage, the transformed images are rendered

into objects with very fine detail.

Tessellation

• A tessellation or tiling of the plane is a collection of plane figures that

fills the plane with no overlaps and no gaps

• Regular and semi-regular tessellations, Hexagonal tessellation of a

floor

• A regular tessellation is a highly symmetric tessellation made up of

congruent regular polygons. Only three regular tessellations exist:

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those made up of equilateral triangles, squares, or hexagons. A

semiregular tessellation uses a variety of regular polygons; there are

eight of these. The arrangement of polygons at every vertex point is

identical. Regular and semi-regular tessellations

Rendering

Rendering is the process of generating an image from a model, by means of computer programs

In the graphics pipeline, it is the last major step, giving the final appearance to the models and animation.

Rendering has uses in architecture, video games, simulators, movie or TV special effects, and design visualization, each employing a different balance of features and techniques.

A rendered image can be understood in terms of a number of visible features.

shading — how the color and brightness of a surface varies with lighting

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texture-mapping — a method of applying detail to surfaces bump-mapping — a method of simulating small-scale bumpiness on

surfaces fogging/participating medium — how light dims when passing through

non-clear atmosphere or air shadows — the effect of obstructing light soft shadows — varying darkness caused by partially obscured light

sources reflection — mirror-like or highly glossy reflection transparency (optics), transparency (graphic) or opacity — sharp

transmission of light through solid objects translucency — highly scattered transmission of light through solid

objects refraction — bending of light associated with transparency diffraction — bending, spreading and interference of light passing by

an object or aperture that disrupts the ray indirect illumination — surfaces illuminated by light reflected off other

surfaces, rather than directly from a light source (also known as global illumination)

caustics (a form of indirect illumination) — reflection of light off a shiny object, or focusing of light through a transparent object, to produce bright highlights on another object

depth of field — objects appear blurry or out of focus when too far in front of or behind the object in focus

motion blur — objects appear blurry due to high-speed motion, or the motion of the camera

non-photorealistic rendering — rendering of scenes in an artistic style, intended to look like a painting or drawing

 

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Stereoscopy

Stereoscopy (also called stereoscopic or 3-D imaging) is any technique capable of recording three-dimensional visual information or creating the illusion of depth in an image.

Human vision uses several cues to determine relative depths in a perceived scene[1]. Some of these cues are:

Stereopsis Accommodation of the eyeball (eyeball focus)

Occlusion of one object by another

Subtended visual angle of an object of known size

Linear perspective (convergence of parallel edges)

Vertical position

Stereoscopy is the enhancement of the illusion of depth in a photograph, movie, or other two-dimensional image by presenting a slightly different image to each eye, and thereby adding the first of these cues (stereopsis) as well.Traditional stereoscopic photography consists of creating a 3-D illusion starting from a pair of 2-D images. The easiest way to enhance depth perception in the brain is to provide the eyes of the viewer with two different images, representing two perspectives of the same object, with a minor deviation exactly equal to the perspectives that both eyes naturally receive in binocular vision.

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3-D Information Processing based on Integral Imaging

Three-dimensional (3D) information processing covers entire stages of the data processing stream, including acquisition, processing, and display. The techniques that have been developed so far can be listed according to the amount of data they address. Stereoscopy and holography are located at the opposite ends of that list. Stereoscopy accesses the 3D information by using two view images. The required bandwidth is only two times larger than that of the two-dimensional (2D) case, and the system requirement is also relatively simple—a stereo camera for acquisition and view splitting optical means such as a parallax barrier and lenticular lens for display. The explicit 3D data extraction, however, requires massive image processing and generally is prone to errors since the depth is only implicitly encoded in the disparity between two view images. The display of 3D images also results in eye fatigue or discomfort, since only limited depth cues are provided to the viewer. Holography directly addresses the wavefront of the light from the object scene. Since the whole data extent of the object light can be captured and reproduced without loss, the 3D information processing can be achieved in a complete way. However, the required bandwidth is too huge, and no device is currently available for handling the holographic data in real time with satisfactory resolution and viewing angle. Integral imaging is an interesting alternative of stereoscopy and holography. Integral imaging addresses the spatioangular distribution of light rays. Although it depends on sampling density, it is safe to say that the data extent of integral imaging is larger than stereoscopy and smaller than holography.

Principle of Integral ImagingFor the 3D information acquisition, the object is captured by an image sensor such as a charge coupled device (CCD) through a lens array. The lens array consists of many identical lenses, i.e., elemental lenses, and forms an array

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of the images of the object that are called elemental images. These elemental images are captured and stored by

a CCD. For 3D data processing, the captured elemental images are digitally processed to extract 3D data explicitly or to visualize the 3D structure of the object for other applications. For the 3D display, the elemental images are presented by an SLM and observed through the lens array. The light rays from the elemental images are integrated by the lens array such that they form a 3D image of the captured object.

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Three-Dimensional Information Acquisition

Pickup MethodsThe first stage of integral imaging is the acquisition of the spatioangular light ray distribution, i.e., elemental images, which is referred to as the pickup process. The basic configuration where the recording medium has the same size as the lens array is simple as shown in the pickup part of Fig. 2. In practice, however, the CCD sensor, which is used as a recording medium, is much smaller than the lens array, requiring modification of the basic configuration. The immediate modification would be addition of one imaging lens for demagnification of the elemental images as shown in Fig. 4. Usual issues associated with this pickup system include (1) crosstalk between neighboring elemental images, (2) nonparallel pickup directions, and (3) difficulty of simultaneous pickup of real and virtual objects. The crosstalk means overlapping of the elemental images on the CCD plane as shown in Fig. 4. The overlapped elemental images cannot be separated in later steps, and eventually this degrades the quality of the reproduced 3D images. The pickup direction means the direction from which the object is captured by a given elemental lens. If one draws a trajectory of a chief ray that passes through the principal points of an elemental lens and the imaging lens as shown in Fig. 4, all the other rays refracted by the elemental lens will be evenly distributed with respect to that chief ray. Hence the direction of the chief ray in the object space can be regarded as the pickup direction [3]. The pickup directions should be parallel, since the display system of integral imaging has parallel directions for all elemental lenses. Nonparallel pickup directions as shown in Fig. 4 cause depth-dependent distortion of the reconstructed images [3,4]. Moreover the basic configuration shown in Fig. 4 can capture only real objects, and the simultaneous pickup of real and virtual

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objects is not possible.. Recent progress with the pickup system makes it possible to solve these issues. For the nonparallel pickup directions, adding a large aperture field lens after the aerial elemental image plane and locating the imaging lens at the focal length of the field lens as shown in Fig. 5(a) can be one solution [3]. By controlling the size of the imaging lens

aperture, reduction of the crosstalk is also possible to some extent. However, recent analysis shows the crosstalk cannot be completely eliminated by the setup of Fig. 5(a). The enhanced system is shown in Fig. 5(b) . In this configuration, a telecentric lens system behind the lens array aligns the pickup directions parallel to each other. The aperture stop also eliminates the crosstalk. Hence clear and distortion-free elemental images can be captured. However, only real objects can be captured, and simultaneous pickup of real and virtual objects is not possible yet. The configuration shown in Fig. 5(c) tackles these three issues at the same time . As shown in Fig. 5(c), a telecentric lens system is used behind the lens array to make the pickup directions parallel and prevent crosstalk as before. The unique point is the use of the 4-f optics in front of the lens array. The 4-f optics, which consists of 5 planes, i.e., the critical plane, first lens, aperture plane, second lens, and rear focal plane, separated from each other by the focal length, relays the object to the lens array space maintaining the parallel pickup directions and no crosstalk condition. Therefore the objects located around the critical plane are relayed by the 4-f optics to the space around the lens array, and captured, spanning real and virtual fields simultaneously without any geometrical distortion. The dynamic control of the lateral location of the aperture at the Fourier plane of the 4-f optics can also change the angular range captured in each elemental image, making it possible to increase the viewing angle of the 3D images by time multiplexing afterwards . Another issue with the pickup system is pseudoscopic–orthoscopic conversion. When objects are captured by a pickup system and reproduced by a display system, the depth order of the objects is reversed. To the viewer, the farther object looks like it is occluding the closer object, which is unnatural. A simple way to remedy this is to rotate each elemental image by 180° . The real image is converted to a virtual image with corrected depth order. The elemental image rotation can be done digitally or optically. For optical operation, several systems using a gradient-index lens array or overlaid multiple lens arrays have been proposed as shown in Figs. 6(a) and 6(b). Instead of rotating each elemental

image, it is also possible to invert the depth order of the objects using an optical depth converter that usually consists of multiple lens arrays as shown in Fig. 6(c) . A digital second pickup as shown in Fig. 6(d) has also been proposed, where not only the depth order but also the depth range can be

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controlled . For practical applications of the pickup system, compact implementation of overall system is one of the major issues. Recently, some progress has been reported. In one study, a micro lens array was inserted in the main body of the camera such that the overall system looks like an ordinary hand-held camera . A direct integration of the multiaperture complimentary metal oxide semiconductor image sensor has also been reported .

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Viewing Quality Enhancement

There has been intensive research to enhance the viewing quality of the integral imaging display system. These systems enhance viewing parameters by increasing the information bandwidth using temporal or spatial multiplexing or by modifying the configuration such that the limited information bandwidth contributes more to a specific viewing parameter while minimally sacrificing others. The depth range is one of the essential parameters of the integral imaging display since it characterizes the 3D nature of the integral imaging. One possible method for depth range enhancement is to combine floating displays with the integral imaging as shown in Fig. 16(a). The floating display relays the object or image to the observer space. It is possible to design the relay optics so that the image is magnified along the longitudinal direction during the relay. Therefore, combined with integral imaging, the insufficient depth range of integral imaging display can be enhanced, giving much improved depth sensation to the observer . Creating multiple CDPs shown in Fig. 16(b) is another solution. Since the depth range is formed around a CDP, the available depth range is widened by creating multiple CDPs. This is achieved by moving the elemental image plane , using a birefringent plate , overlaying multiple liquid crystal display panels , or using multiple electrically controllable active diffuser screens made of polymer-dispersed liquid crystal (PDLC) . The viewing angle enhancement is achieved by enlarging the area in the elemental image plane that corresponds to each elemental lens or by arranging it such that more elemental images can contribute to the integration of the 3D images. Elemental lens switching using an orthogonal polarization mask was an early but very effective method . The curved lens array structure shown in Fig. 17(a) can further increase the horizontal viewing angle . A horizontal viewing angle of 66° for real 3D images was achieved experimentally using curved screen and lens array . The use of the multiple axis telecentric relay system shown in Fig. 17(b) can provide the elemental images to the lens array with proper directions, increasing the viewing angle . Head tracking, shown in Fig. 17(c), is another approach . Instead of enlarging the

static viewing angle, the head tracking system can be used to dynamically adapt the system for the observer, enhancing the effective viewing angle. Although it is not practical yet, it is also reported that a lens array made of negative refractive index material can have a much smaller f-number, and hence the viewing angle can be enhanced . Resolution enhancement is mainly achieved by presenting more information using a higher resolution display panel or using a temporal/spatial multiplexing scheme. Okano et al. used ultrahigh definition video system of over 4000 scan lines for developing

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a high-resolution integral imaging system . The use of multiple projectors, which is shown in Fig. 18(a), has also been proposed to increase the resolution of the elemental images . The time multiplexing scheme is usually combined with the movement of the lens array in an effort to reduce the grid pattern that is visible due to the lens array structure and to increase the effective resolution of the display panel as well. The moving lenslet array technique is the first report of a time multiplexing resolution enhancement method . The lens array, however, should be mechanically scanned along two directions, which makes actual implementation difficult. A rotating prism sheet in front of the lens array, which is shown in Fig. 18(b), can relax this limitation , but mechanical movement is still required. A recently proposed electrically controllable pinhole array, which is shown in Fig. , eliminates this requirement completely . Low light efficiency, however, still remains a problem.

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3-D Conformal Radoilogy

Three-dimensional conformal radiotherapy (3DCRT) is a complex process that begins with the creation of individualized, 3D digital data sets of patient tumors and normal adjacent anatomy. These data sets are then used to

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generate 3D computer images and to develop complex plans to deliver highly "conformed" (focused) radiation while sparing normal adjacent tissue. For example, 3DCRT allows radiation to be delivered to head and neck tumors in a way that minimizes exposure of the spinal cord, optic nerve, salivary glands and other important structures.

How does 3DCRT work?

3DCRT begins with a "virtual simulation" in which computed tomography (CT) scans of the region of interest are obtained. The virtual simulation creates a permanent digital file that can be accessed by the entire treatment planning group to develop multiple, individualized courses of therapy.

Scanned images are then linked into treatment planning software that allows physicians to visualize the treatment area in three dimensions. With this capability, radiation beam direction and intensity can be selected to more precisely target the tumor while sparing surrounding tissue. Clinicians input these selections into computer systems that control treatment delivery.

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What results are possible with 3DCRT?

A study presented in October 2003 by PAMF radiation oncologist Pauling Chang demonstrates how three-dimensional treatment planning can improve radiation treatment. The study found that 3DCRT could improve the delivery of radiation beams to breast cancer tumors while reducing burns to the surrounding skin.

3-Dimensinal Printing

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The system was developed at MIT and is shown schematically in Fig. 7. The method is very reminiscent of selective laser sintering, except that the laser is replaced by an inkjet head.

ProcessThe multi-channel jetting head (A) deposits a liquid adhesive compound onto the top layer of a bed of powder object material (B). The particles of the powder become bonded in the areas where the adhesive is deposited.

Once a layer is completed the piston (C) moves down by the thickness of a layer. As in selective laser sintering, the powder supply system (E) is similar in function to the build cylinder In this case the piston moves upward incrementally to supply powder for the process and the roller (D) spreads and compresses the powder on the top of the build cylinder. The process is repeated until the entire object is completed within the powder bed.

After completion the object is elevated and the extra powder brushed away leaving a "green" object. Parts must usually be infiltrated with a hardener before they can be handled without much risk of damage.

Applications Reconstructing fossils in paleontology. Replicating ancient and priceless artifacts in archaeology. Rreconstructing bones and body parts in forensic pathology. Reconstructing heavily damaged evidence acquired from crime scene

investigations.

Advantages

3D printing improves the iterative design process, enhancing communication and understanding of design intent among all stakeholders

On-the-fly modeling enables the creation of prototypes that closely emulate the mechanical properties of the target design

Some technologies allow the combination of black and white rigid materials in order to create a range of grayscales suitable for consumer electronics and other applications

Save time and cost by removing the need to design, print and ‘glue together’ separate model parts made with different materials in order to create a complete model.

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Online 3D printing services allow for a broad range of materials to be 3D printed and delivered worldwide with no investment cost.

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3-D Television

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A 3D television (3D-TV) is a television set that employs techniques of 3D presentation, such as stereoscopic capture, multi-view capture, or 2D plus depth, and a 3D display—a special viewing device to project a television program into a realistic three-dimensional field.

Technologies

There are several techniques to produce and display 3D moving pictures.Common 3D display technology for projecting stereoscopic image pairs to the viewer include:

With lenses : o Anaglyphic 3D (with passive red-cyan lenses)

o Polarization 3D (with passive polarized lenses)

o Alternate-frame sequencing (with active shutter lenses)

Without lenses:

Autostereoscopic displays, sometimes referred to commercially as Auto 3D.

Shutter Glasses

These are glasses that alternately shut off the left eye and right eye, while the TV emits separate images meant for each eye, thus creating a 3D image in the viewer’s mind.Here’s how it works: The video signal of the TV stores an image meant for the left eye on its even field, and an image meant for the right eye on its odd field. The TV itself is synchronised with the shutter glasses via infra-red or RF technology.The shutter glasses contain liquid crystal and a polarising filter. Upon receiving the appropriately synced signal from the TV, the shutter glass is automatically applied with a slight current that makes it dark, as if a shutter was drawn (hence the name). So at a time, only one eye is seeing one image. The technology perfectly draws the shutters over either eye to make the left eye see the image meant for it on the even field, and make the right eye see the odd field of the video signal. By viewing these two images from different orientations, a 3D image is built up by the viewer’s brain.

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 While it seems like this would cause a delay for the viewer, there’s no need for such worries. With the high screen refresh rates that these modern 3D televisions have, the end user’s viewing experience is seamless, smooth and rich. However, the one down-side of this technology is that due to the rapid drawing of ‘shutters’, lesser light reaches the eye, thus making the image seem darker than it is.

Polarised Glasses Polarised glasses are basically your regular sunglasses, and have been used as a medium for 3D stereoscopic viewing for a long time now. They are also the most popular mode of 3D glasses, currently used by large cinema houses and IMAX. Just like the shutter glasses, polarised glasses use the lenses to show different images to each eye, making the brain construct a 3D image for the viewer.Here’s how it works: For polarised glasses to work, the movie being shown has to be shot using either two cameras, or a single camera with two lenses. Two projectors (left and right), both fitted with polarizing filters on their lenses, then simultaneously show the movie on the same screen. The polarizing filter orients images from the left projector to one plane (for the sake of example, let’s say ‘vertical’); and the filter on the right lens orients its images to the plane that is perpendicular to the left one (‘horizontal’). The viewer sits wearing the special glasses, which are equipped with differently polarised lenses. The left lens of the glasses is aligned with the same plane (vertical) that the left projector is throwing up images at; and the right lens is aligned perpendicularly to correspond with the plane of the right projector (horizontal). Thus, the viewer’s left eye sees only the images which the left projector is screening, while the viewer’s right eye sees only the images which the right projector is screening. As both the images are taken from different angles, the viewer’s brain combines the two to come up with a single 3D image. But again, like the shutter glasses, the amount of light reaching your eyes with polarised glasses is significantly lesser, making the image appear darker than it is. 

Without GlassesThe less popular of the two autostereoscopic models involves the use of lenticules, which are tiny cylindrical plastic lenses. These lenticules are

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pasted in an array on a transparent sheet, which is then stuck on the display surface of the LCD screen. So when the viewer sees an image, it is magnified

by the cylindrical lens

 When you are looking at the cylindrical image that the TV is now showing you, your left and right eye see two different 2D images, which the brain combines to form one 3D image. However, lenticular lenses technology is heavily dependant on where you are sitting. It requires a very specific ‘sweet spot’ for getting the 3D effect, and straying even a bit to either side will make the TV’s images seem distorted. Depending on the number of lenticules and the refresh rate of the screen, there can be multiple ‘sweet spots’.The other major method to enable autostereoscopic output is called the parallax barrier. This is being actively pursued by companies such as Sharp and LG, since it is one of the most consumer-friendly technologies and the only one of the lot which allows for regular 2D viewing. The parallax barrier is a fine grating of liquid crystal placed in front of the screen, with slits in it that correspond to certain columns of pixels of the TFT screen. These positions are carved so as to transmit alternating images to each eye of the viewer, who is again sitting in an optimal ‘sweet spot’. When a slight voltage is applied to the parallax barrier, its slits direct light from each image slightly differently to the left and right eye; again creating an illusion of depth and thus a 3D image in the brain. 

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 The best part about this, though, is that the parallax barrier can be switched on and off with ease (one button on the remote is all it would take, according to Sharp), allowing the TV to be used for 2D or 3D viewing. So on a computer monitor, you could play video games in full 3D glory and then easily switch to 2D mode for your work requirements. While the wide range of content it offers is heartening, again, the need to sit in the precise ‘sweet spots’ hampers the usage of this technology. Still, there are quite a few companies finally looking to make 3D TVs a reality. In the upcoming third part of this series, we will take a look at some of the brands and products that promise to bring next-gen content to your living room.

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Digital 3D

Digital 3D is a non-specific 3D standard in which films, tv shows, and video games are presented and shot in digital 3D technology or later processed in digital Post-production to add a 3D effect. One of the first studios to use digital 3D was Walt Disney Pictures. In promoting their first CGI animated film Chicken Little, they trademarked the phrase Disney Digital 3-D and teamed up with RealD in order to present the film in 3D in the United States. A total of over 62 theaters in the US were retro-fitted to use this new system.

Even though some critics and fans were skeptical about digital 3D, it began to catch on and now there are several more digital 3D formats such as Dolby 3D, XpanD 3D and MasterImage 3D. In 2008, IMAX announced that it would be releasing digital versions of its films and now IMAX 3D can be shown digitally in an IMAX digital venue. The first home video game console to be capable of 3D was the Sega Master System in which a limited number of titles where capable of delivering 3D.

History

A first peak of 3D film production started in 1952 and continued to 1955, during a time which was known as the golden era of 3D film. Anaglyph red/blue 3D glasses were used in theaters along with Polarized 3D glasses, and was among the many gimmicks proposed by movie studios - like cinerama and cinemascope - to bring audiences to the theater and in order to compete with television. A later process that used red/green glasses came in the 1960s, this too lost out. Time and time again 3D has been used to promote theaters, however the advent of widescreen formats and widescreen TVs eclipsed these efforts.

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After announcing that Home on the Range would be their last hand drawn feature in fear that Pixar would not re-sign for a new distribution deal, Disney went to work on Chicken Little. Not only did make it using CGI but also presented it in 3D. Disney heeded a suggestion by the RealD company to use their system and, after looking at test footage, decided to proceed. In 2005, Chicken Little was a success at the box office in both 2D and 3D screenings. Two more films followed in their classic feature animation - Meet the Robinsons and Bolt - along with several others. Since then many film studios have shot and released many films in several digital 3D formats. In 2010, Avatar became the first feature film shot in Digital 3D to win the Academy Award for Best Cinematography and was also nominated for Best Picture.

2D to 3D conversion

Before the advent of digital cinema, converting 2D images to 3D was mainly used for computer graphics because converting for film was impossible. Following the release of Chicken Little, Walt Disney Pictures decided to that it would re-release the 1993 film The Nightmare Before Christmas in digital 3D. The film was rescanned and then each frame was manipulated to create a left eye and right eye image, doubling the number of frames. Disney wanted the film done in time for a Halloween release and the work was costly but proved successful. 2D to 3D conversions have become faster and a convenience to filmmakers who do not like to deal with any kind of 3D camera system whether it shoots film or digital video. Some critics state that such things should not be done as it feels fake at times and would say that if a film has been converted to 3D, they would rather see its original flat 2D version instead. Some critics and fans do say that it is a work-in-progress but there is no major standard for converting 2D to 3D as of this date. CGI animated films can be converted to 3D by going back to the source models as long as they are still in existence. A small number of films shot in 2D are set to be re-released in 3D both in theaters and straight-to-3D Blu-ray. Live-Action

The standard for shooting live-action films in 3D haven't changed much due to the standards of how true 3D Film is shot. It involves using two cameras mounted so that their lenses are about as far apart from each other as the average pair of human eyes, recording two separate images for both the left eye and the right eye. In 2008, Journey to the Center of the Earth became the first live-action feature film to be released in Digital 3D. This film was later followed with several other films shot in Live-action. The 2009 release of Avatar was shot in a 3D process that is based on how the human eye looks at an image, it was an improvement to a currently existing 3D camera system.

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Animation

CGI animation is where most Digital 3D features come along, in 2009 the release of Monsters vs Aliens was the first 3D feature by Dreamworks animation and used a new digital rendering process called InTru3D which is a process developed by Intel to create more realistic 3D images despite the fact that they are animated. InTru3D is not a way that films are exhibited in theaters in 3D, the films created in this process are seen in either RealD 3D or IMAX 3D.

Video games

In June 1986, Sega released the Sega Master System, part of the third generation of gaming consoles. The system had a card slot that provided power to a single pair of LCD shutter glasses, allowing certain games to be viewed in 3D; however, only 13 3D-compatible games were ever released, and when the system was redesigned in 1990 in order to cut down on manufacturing costs, it lost the ability to support 3D. It was the first known electronic device released in North America to use LCD shutter glasses.

In July 1995, Nintendo released the Virtual Boy, a 3D viewer that acted like a pair of goggles. Both left and right eye images were red, and put strain on the player's eyes; the system was a failure and was discontinued the following year. In December 2008, several 3rd party developers for the PlayStation 3 announced they would work toward bringing Stereoscopic 3D gaming to major gaming consoles using their own technology. In the coming months, both the Xbox 360 and the PlayStation 3 will be capable of 3D imaging via 3DTV and system/hardware updates. On June 15, 2010 at the E3 Expo, Nintendo unveiled the Nintendo 3DS, the successor to the Nintendo DS series of handheld consoles. It will be the first gaming console to allow 3D viewing without the need for 3D glasses.

Home Media

Television

After the unexpected box office success of Avatar and a record number of 20 3D films released in 2009, TV manufactures saw the demand for 3DTVs go up dramatically and went in further into research and development. The first to announce was Panasonic, followed in April 2010 by an announcement from Sony that their 3DTV technology would be somewhat loosely based on RealD's technology. Each TV manufacture would make their own 3D glasses. The same month, Samsung released a 3D starter kit which included the purchase of 3 items with a discount a select retailers, the starter kit would include a Samsung model 3DTV, a samsung brand 3D capable Blu-ray disk

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player, and a box with two pairs of Samsung brand 3D glasses which included an exclusive 3D Blu-ray edition of Monsters vs. Aliens. Specifications for 3D also include the HDMI 1.4a standards. Some of these tv's can also convert 2D into 3D, but such features are limited as to how much depth can be generated. In June 2010 Panasonic announced Coraline and Ice Age: Dawn of the Dinosaurs as bonus 3D Blu-ray titles with the purchase of any of their 3DTVs. On June 22, 2010, Cloudy with a Chance of Meatballs became the first 3D Blu-ray title to be released without any requirements to buy any new electronic hardware but free copies of this title will be included in 3D entertainment packages by Sony.

Home Video

Several DVD and Blu-ray releases have already tried their hands at releasing the 3D versions of films by using an anaglyph format. One noted release prior to the advent of digital cinema is the 1982 film Friday the 13th: Part 3 in 3D, but other such films actually shot digitally like Coraline released on DVD and Blu-ray. Both included 2D and 3D versions and both where packaged with pairs of 3D glasses, it is currently being offered as a bonus 3D Blu-ray with the purchase of any Panasonic 3DTV. The Blu-ray Association ordered a new standard for presenting 3D content on Blu-ray that would also be Backwards Compatible with all 2D displays. In December 2009, it was announced that they had adopted the Multiview Video Codec, which would be playable in all Blu-ray disk players even if they could not generate a 3D image. The codec contains information that is readable on a 2D output plus additional information that can only be read on a 3D output and display. It is exactly the same when television stations started broadcasting in color while most TV owners still had black and white TV sets.

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Dolby 3D

Dolby 3D (formerly known as Dolby 3D Digital Cinema) is a marketing name for a system from Dolby Laboratories, Inc. to show three-dimensional films in a digital cinema.

[edit] Technology

Dolby 3D uses a Dolby Digital Cinema projector that can show both 2D and 3D films. For 3D presentations, an alternate color wheel is placed in the projector. This color wheel contains one more set of red, green, and blue filters in addition to the red, green, and blue filters found on a typical color wheel. The additional set of three filters are able to produce the same color gamut as the original three filters but transmit light at different wavelengths. Glasses with complementary dichroic filters in the lenses are worn which filter out either one or the other set of three light wavelengths. In this way, one projector can display the left and right stereoscopic images simultaneously. This method of stereoscopic projection is called wavelength multiplex visualization. The dichroic filters in the Dolby 3D glasses are more expensive and fragile than the glasses technology used in circular polarization systems like RealD Cinema and are not considered disposable. However, an important benefit of Dolby 3D as compared to RealD is that no special silver screen is needed for it to work.

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3-D Cameras

The application of 3D capturers is the process of using digital cameras and pre-designed light to capture the information of shape and appearance of real objects. This process provides a simple way of acquiring 3D models of unparalleled details of objects and realizes 3D image modeling by scanning t hem from the real world. The purpose of a 3D camera is usually to create a point cloud of points on the surface of the subject. These points can then be used to extrapolate the shape of the object (a process called reconstruction). 3D cameras are very analogous to cameras. Like cameras, they have a cone-like field of view, and like cameras, they can only collect information about surfaces that are not obscured. While a camera collects color information about surfaces within its field of view, 3D cameras collect distance information about surfaces within its field of view. The “picture” produced by a 3D camera describes the distance to a surface at each point in the picture. For most situations, a single scan will not produce a complete 3D image model of the object. Multiple scans from many different directions are usually required to obtain information about all sides of the objects. These scans are merged to create a complete 3D image model.

Technologies of 3D cameras and 3D scannersThere are two types of 3D cameras, which are contact and non-contact. Non-contact 3D cameras can be further divided into two main categories, active cameras and passive cameras. There are a variety of technologies that fall under each of these categories. Active 3D cameras emit some kind of radiation or light and detect its reflection in order to probe an object or environment. Possible types of radiation used include light, ultrasound or x-ray.Time of Flight Technique:The time-of-flight 3D laser camera is an active 3D camera that uses laser light to probe the object. At the heart of this type of 3D camera is a time-of-flight laser range finder. The laser range finder finds the distance of a surface by timing the round-trip time of a pulse of light. A laser is used to emit a pulse of light and the amount of time before the reflected light is seen by a detector is timed. Since the speed of light is a known, the round-trip time determines the travel distance of the light, which is twice the

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distance between the 3D camera and the object surface. The laser range finder only detects the distance of one point in its direction of view. Thus, the 3D capturer scans its entire field of view one point at a time by changing the range finder’s direction of view to scan different points. The view direction of the laser range finder can be changed by either rotating the range finder itself, or by using a system of rotating mirrors. The latter method is commonly used because mirrors are much lighter and can thus be rotated much faster. Typical time-of-flight 3D laser capturers can measure the distance of 10,000 points every second.

Triangulation Technique:The triangulation 3D laser capturer is also an active 3D laser capturer that uses laser light to probe the environment. This type of 3D laser capturer is identical to the time-of-flight 3D laser scanner except for the way in which the laser range finder determines distance. The triangulation laser range finder used in this 3D capturer shines a laser on the subject and a camera looks at the location of the laser dot. The laser and the camera are placed so that the direction of the laser and the view direction of the camera are not parallel. Depending on how far away the laser strikes a surface, the laser dot appears at different places in the camera’s field of view. This technique is called triangulation because the laser dot, the camera and the laser emitter form a triangle. The length of one side of the triangle, the distance between the camera and the laser emitter is known. The angle of the laser emitter corner is also known. The angle of the camera corner can be determined by looking at the location of the laser dot in the camera’s field of view. These three pieces of information fully determine the shape and size of the triangle and gives the location of the laser dot corner of the triangle.

Structured Light Technique:Structured light 3D capturers project a pattern of light on the subject and look at the deformation of the pattern on the subject. The pattern maybe be one dimensional or two dimensional. An example of a one dimensional pattern is a line. The line is projected onto the subject using either an LCD projector or a sweeping laser. A camera, offset slightly from the pattern projector, looks at the shape of the line and uses a technique similar to triangulation to calculate the distance of every point on the line. In the case of a single-line pattern, the line is swept across the field of view to gather distance information one strip at a time. An example of a two dimensional pattern is a grid or a line strip pattern. A camera is used to look at the deformation of the pattern and a fairly complex algorithm is used to calculate the

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distance at each point in the pattern. A variety of other patterns can be used, each with their own advantages and disadvantages. The advantage of structured light 3D capturers is speed. Instead of scanning one point at a time, structured light capturers scan multiple points or the entire field of view at once. This reduces or eliminates the problem of distortion from motion. Some existing systems are capable of scanning moving objects in real-time.

Passive 3D Image Modeling TechnologiesPassive 3D capturers do not emit any kind of radiation and lights themselves, but instead rely on detecting reflected ambient radiation. Most 3D capturers of this type detect visible light because it is a readily available ambient radiation. Other types of radiation, such as infrared could also be used.

Stereoscopic Technique:Stereoscopic 3D scanners usually employ two video cameras or mirrors, slightly apart, looking at the same scene. By analyzing the slight differences between the images seen by each camera/mirror, it is possible to determine the distance at each point in the images. This method is based on human stereoscopic vision.

Reconstruction Technique:The point clouds produced by 3D scanners are usually not used directly. Most applications do not use point clouds, but instead use polygonal 3D image models. The process of converting a point cloud into a polygonal 3D model is called reconstruction. Reconstruction involves finding and connecting adjacent points in order to create a continuous surface. Many algorithms are available for this purpose.

Specifications of a particular 3-d camera

 

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 Z-L1  $9,500.00

JPEG picture resolution 8 Mega-pixel

People captured 1 - 3 sit in one or two rows

3D reconstruction resolution 0.3 mm

Capturing time <0.5s

Exposure time 1/120s - 1/60s

Maximum vision field 32"(w)*22"(h)*14"(d)

Distance from 3D camera to object

59"

Environment light requirement

any light intensity conditions, don't need additional lighting

ScalabilityConfigured to capture face, chest, back and head

3D recon structure angle scope

From 0 to 180 degree at one view direction

Dimensions 16"(w)*5.5"(h)*8"(d)

Weight 7kg

Software OS Windows 2000, XP,Vista

D/2D Laser Crystal Engraving Machines

3D laser engraving machines developed by our advanced 3D laser engraving technology are able to engrave your image into 3D laser crystals. Our latest 3D laser engraving machines use diode pump and air cooling technologies to make 3D laser machines very fast, portable and reliable. Your image can be engraved into a 3D laser crystal through our 3D laser engraving machine that penetrate through the crystal and coordinate with the positions of tiny points depicting the image.

The operation of the 3D laser crystal engraving machine is controlled by the software using an optimized control algorithm to effectively create each portrait with great quality, which is perfect for business models set in shopping mall and traveling area. You can get all equipments, such as 3D laser crystal engraving machines, 3D camera, blank crystals and the way of how to setup/start your 3D laser crystal engraving business, also free setup and training service.

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LE-X1500    Fast 3D laser crystal engraving machine

The excellent stable diode-pumped solid-state 3D laser engraving technology has been developed by our company. The LE-X laser crystal engraving machine fully utilizes latest laser technologies and reach super high engraving speed - 1500 points/s, and that allow you are able to engrave 2D/3D image into crystral with super fast speed. The most advantage of this new 3D laser engraving machine is smaller size, low power consumption - only needs 700W and 110v voltage. Actually you can easily bring or set 3D crystal engraving business in shopping mall or any where you like.   (1)  Laser medium Nd: YVO4 diode pump laser.   (2)  Engraving speed: 1,500 points/s.   (3)  Size of system: 28"(H) * 20"(W) * 25"(L).   (4)  Power: 700(w).    (5)  Laser Position accuracy: 3um   (6)  Laser Engraving Resolution: 5um   (7)  Power supply: 110v with 50/60Hz   (8)  Max. Engraving Crystal size: 8"(X), 8"(Y), 4.5"(Z).   (9)  Max. marking range: 7"(X), 6.5"(Y), 4"(Z).    (10)  Laser Engraving speed: 90,000 points/min.    (11)  Air heat exchange system.   (12)  Head of 3D laser machine: 1.   (13)  System weight: 80 kg

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LE-X1500s    Smaller and faster 3D laser crystal engraving machine

The LE-X1500s is small size laser machine with latest diode-pumped laser component. This 3d laser crystal engraving machine is especially designed for users who want to setup booth in shopping mall due to its smaller size and easy to operate. The unique feature of this 3d/2d laser crystal machine is that it is able to engrave the surface of metal, plastic and leather materials. It combines the capability of 3d laser crystal engraving with marking on metal surface. It's the first 3d laser crystal engraving machine in the market with this unique capability. You are able to engrave 3d and 2d images into either in crystals or metal, plastic and leather gifts. The LE-X1500s 3d laser crystal machine is the first laser engraving machine in the world with capability of engraving both subsurface and surface.   (1)  Laser medium Nd: YVO4 diode pump laser.   (2)  Engraving speed: 1,500 points/s.   (3)  Size of system: 24"(H) * 27"(W) * 19"(D).   (4)  Power: 600(w).    (5)  Mini diameter of a point: 60um   (6)  Max diameter of a point: 150um   (7)  Power supply: 110v or 220v with 50/60Hz   (8)  Max. Engraving size: 6"(X), 3"(Y), 4"(Z).   (9)  Max. Crystal size: 8"(X), 6"(Y), 4.5"(Z).    (10)  Laser Engraving speed: 90,000 points/min.    (11)  Air cooling system.   (12)  Head of 3D laser machine: 1.   (13)  System weight: 60 kg

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LE-X2000    Super fast 3D laser crystal engraving machine

The LE-X2000 3D laser engraving machine is the fasest laser engraving system with speed (120000 points/min) in our company by using the most advancedlaser engraving technology - YVO4 diode pump laser, with smaller size. This high speed crystal laser engraving machine is perfect for shopping mall business model, since with small size of system you can put any where to take the customer order and make 3D crystal product right way. This 3d laser engraving machine has bigger engraving size 14"(X)*12"(Y)*4"(D) which is biggest engraving size with smaller boby in the market.   (1)  Laser medium Nd: YVO4 diode pump laser.   (2)  Engraving speed: 120,000 points/min.   (3)  Size of system: 27"(H)*27"(W)*35"(D).   (4)  Power: 1000(w).    (5)  Laser system resolution: 600 dpi or more.   (6)  Positioning accuracy: 10um   (7)  Power supply: 110v or 220v with 50/60Hz   (8)  Max. Engraving Crystal size: 12"(Y)*14"(X)*4.0"(Z).   (9)  Air cooling system   (10)  Head of 3D laser machine: 1.   (11)  Weight: 100kg.

Z-2000A   Super fast 3D laser crystal engraving machine

The Z-2000A 3D laser engraving machine uses the latest laser engraving technology - diode pump laser to control the mirror to engrave image into 3D crystal instead of moving crystal. This diode laser machine is the one with

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highest engraving speed - 120000 points/min in our company. With one or two minutes you can get nice 3D crystal with high quality picture engraved. This 3D laser machine has very small size and is specially designed for shopping mall and easily to be moved to any where. It looks like a desk computer with touch color monitor embedded and easy to use.   (1) Engraving speed: 120,000 points/min.   (2) Laser Medium: Diode pump laser.   (3) Size of laser system: 22 "(H) * 12"(W) * 25"(L).   (4)  Power: less 400(w).    (5)  3D Laser Machine position accuracy: 2um.   (6)  Laser system resolution: 600pdi or more.   (7)  Power supply: 220v/110v with 50/60Hz.   (8)  Laser engraving size: X-2.5", Y-2.5", Z-3.0".   (9)  Max crystal size: X-7", Y-8", Z-4.2".    (10)  System Weight: 45KG.    (11)  Air cooling system    (12)  Head of 3D laser machine: 1.

SL-2000    Super Fast 3D laser crystal engraving machine

The SL-2000 3D laser engraving machine is laser engraving system with the engraving speed (2000 points/s) by using the most advanced laser engraving technology - diode pump laser. This high speed crystal laser engraving machine is perfect for shopping mall business model, since it integrates computer with laser machine with small size of system, you can put it to any where to take the customer order and make 3D crystal product. The unique technology used in the 3D laser mahcine is controllable pulse width, that means the engraved dot size can be controlled by software.   (1)  Laser medium Nd: Diode (DPSSL-Q Switch).   (2)  Frequency: 2000Hz.   (3)  Size of laser system: 22"(H)*26"(W)*22"(D).   (4)  Power: 600w.    (5)  Laser system resolution: 600 dpi or more.   (6)  Position Accuracy: 10 um.   (7)  Power supply: 110v or 220v with 50/60Hz.   (8)  Engraving size: 5"(Y)*4.5"(X)*4.0"(Z).   (9)  Weight: 100kg.

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   (10)  Engraving speed: 2,000 points/s.    (11)  Air cooling system.    (12)  Head of 3D laser machine: 1.

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