3-D Video
By Amir Majidimehr
The principal behind 3-D video is very simple: perception of depth
is created in the brain due to each eye seeing a different
perspective of an object. The brain takes that difference and
computes the respective position of each object relative to each
other.
When we record an image using a single camera, we lose the differing
perspective since we have a single image now and as such, the image
depth perception collapses (although there are other cues the brain
uses to create some limited perception of depth such as background
being out of focus).
To gain back the 3-D perspective then, we need to record and
playback two images as they would have been received by each eye. In
case of live imagery, we can use two cameras positioned equal to
the average distance of human eyes. For computer generated animation,
the process is simpler as the modeling software simply generates two
perspective streams. Camera angle is a simple variable that can
easily be varied and the scene regenerated by the computer.
The challenge then becomes how to store and display the two streams.
Ideally we would do this in a backward compatible way so that
someone without a 3-D display can still watch the video. Let’s
examine both the storage and display requirements.
Transmission and Storage
We have two challenges here. One is how to represent a stream in a
backward compatible way. The second is how to avoid losing half of
our bandwidth for the extra stream, and thereby reducing fidelity.
The solution is a partial one. We record one channel as we do today.
We then take this primary stream, and find the difference between it
and the second stream for the other eye. This causes anything in
common to zero out leaving us with less data to transmit. For
example, let’s say we have a person in front of a background of blue
sky. The pixels representing the person are different in each
perspective (since the angle of camera is changed). However, the
blue sky remains the same. Therefore if we subtract the two images
from each other, the sky pixels go away and what we have left are
the pixels for the person which takes a much smaller portion of the
full screen. This “additive” channel is stored alongside of the
primary channel and stored on media (e.g. Blu-ray Disc) or
transmitted live in the case of satellite and cable.
I mentioned the above was a partial solution to the fidelity issue.
Reason is that the secondary stream while taking less space than the
primary stream, still takes up space even in the best case scenario of a
lot of commonality between the two images. In the worst case, the
entire image may be different due to angle of view, causing the
system to essentially send two full-bandwidth streams. While formats
like Blu-ray have considerable headroom to produce high fidelity video,
the impact may nevertheless be there. Live transmissions with their
less efficient encoding (due to the need to run real-time), and
lower channel bandwidth (less than half of Blu-ray) will likely
compromise fidelity to achieve 3-D.
Put another way, people watching 2-D will be at the end of the short
stick here, getting lower fidelity without any enjoyment of the 3-D
system.
Displaying 3-D
The challenge we have here is
having a single display that has to produce two images. If we
attempted to output both images as is, we would see ghosting with
one image offset from the other. To get a 3-D effect and eliminate
ghosting, each eye must only see the image destined for it.
The solution -- at least today -- is to use polarized glasses. What
is polarized glass? It is a special type of glass which only lets
light through in one direction. Put another one in front of it
rotated 90 degrees and you don’t get light as one would filter half
the light in one dimension, and the other half gets filtered by the
second one in the other dimension. Align them in the same way and
the light goes through. In other words, we now have a way to
selectively turn light transmission on and off.
There are two types of glasses: “active shutter” glasses and
passive. The latter is just polarized glass as described above. We
use vertical polarization for one eye and horizontal for the other.
Active shutter glasses on the other hand, use a sandwich of two
polarization glasses. One is fixed and the other can rotate to
either match its direction or be opposed to it. A small electric
signal tells the moving layer to switch directions, allowing us to
completely block light on demand.
So far we have not accomplished anything. If you look through a
polarizer in either direction, you more or less see the same image –
albeit with half the light intensity gone. The trick to 3-D is to
get the display system to match the eye glasses in a way that allows
the image for each eye to get blocked when we want it.
How we accomplish that depends on the technology used. In the
theater there is a need to use lower cost glasses which can be
easily replaced if broken (or stolen!). Therefore, we use passive
polarization glasses there. Each eye sees an image through either
vertical or horizontally oriented polarized glass. A special device
is then placed in the light path of the projector which in each
frame of video either polarizes the light horizontally or
vertically.
Can you guess where this is going? The projector shows the two
images by alternating between the two streams fed to it. By
polarizing the output of the picture one way and then the other, in
sync with the projector, we are able to make sure each eye only sees
the image destined for it.
Let’s assume the glass in the left eye is vertically polarized. When
the projector passes its light through a vertical polarizer, the
left eye sees that image just fine. The right eye has a horizontal
polarizer and hence, no light goes through it. The reverse happens
in the next frame with the left eye not being able to see the frame
and the right eye having matching polarization.
What’s that you say? Wouldn’t we see the switch back and forth when
the image goes dark every other frame? Well, we would if we did it
slowly. But if we switch very quickly, then the eye doesn’t see the
transitions. Same principal is in effect whereby you see a moving
image in a theater, even though you are shown 24 separate stills.
The brain blends the distinct frames together. In the common Real
system, the frame rate is actually 144 Hz (frames/sec) so the eye is
very much fooled.
At home, the more cost effective solution is to make the glasses
more expensive but make the display cheaper since the user
presumably will take better care of the glasses. Here, the TV simply
shows the interleaved image from each stream as we did in the
theater but there is no polarization device in front of it. Instead,
an infrared light (much like what is used in your remote control) or
radio frequency signal is sent to the receiver in the active
shuttered glasses to block light on demand for each eye. When the
frame for the left eye is being played, the TV tells the electronics
in the active glass to polarize the right frame as to stop it
from transmitting light. In the next frame, the reverse happens.
Imagine putting your hand on one eye and then the other eye quickly
and you would be simulating what the glasses are doing to stay in
sync with what is being played.
In the consumer scenario then, the only thing special required of the TV is
to display twice as many video frames per second. Technologies such as
Plasma and DLP projection are already running much faster than
consumer video frame rates so they have no trouble keeping up. LCD
technology however struggles to keep up as it is a slower system to start.
Tricks such as insertion of black frame are used to help with this
situation. In this method, the display shows a black frame in
between every other N frames as to force the LCD panel to dissolve
to nothing (black) and hence, remove the traces from the view for
one eye before the other is displayed. Still, in many products
some amount of "crosstalk" remains as the images intended for one
eye remain for the other causing ghosting of images.
Good news is that putting aside the cost of 3-D glasses, there is
essentially little increased cost for consumer displays. So people
who are not interested in 3-D are not impacted cost-wise.
There is also the eye fatigue factor. Every viewer will suffer some
and for a small group of individuals, the 3-D effect will simply not
be there. These are the tradeoffs we get for 3-D. On the other side
of the coin, when 3-D looks good, it can be breathtaking. This is
the case with our reference Sim2 Lumis 3-D Solo projector which
produces the best 3-D I have seen. The sense of realism it can
create at times is just hard to appreciate until you see it.
Objects are not just appearing in front of you but appear to
literally and physically be in the room with you. With none of the
artifacts of lower end projectors and next to no crosstalk due to
its high speed frame rate enabled by its exclusive “triple flash”
technology, it can make a believer in anyone that 3-D can work in a
home setting. That included me!
Note that with 3-D, “field of view” becomes very important. You need
to have an immersive experience or the illusion will look fake.
Reason is that once the eye scans past the edge of the screen, the
3-D illusion falls apart reminding you that what you are watching is
not real. So where possible, you want to have a larger screen and
sit closer to it than you would with 2-D video. This is what we have
done with our 17 foot wide reference theater and closer than normal
seating distance.
As noted, the other drawback is the loss of light due to use of
polarization glass and reduced frame rate. This means even bright displays may not be
bright enough to provide a vibrant image. This becomes a
especially acute problem with low-end projectors that simply do not
have enough light output to cut through the losses. Another issue is
loss of color balance as the polarized glass imparts a color shift.
This is corrected for in commercial theaters (although in my viewing
of Avatar, the green shift was noticeable and annoying). And you would need two
settings for your display: one for 2-D and one for 3-D. Well
designed projectors such as the Sim2 Solo have dual color correction
and brightness settings that automatically activate when you play
3-D content, solving these problems.
So as with most things in life, there is no free lunch.
Good 3-D requires well designed equipment in order to reduce if not
eliminate the trade offs it can bring. If you have been
disappointed by how 3-D is presented in current consumer devices,
come and see our reference theater. It will give you a glimps
of how good it can work.
Further Reading
The design of reference
home theater.
Our
review of Sim2 Nero 3-D projector.
Projector Technology Overview
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