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    An Assessment of

    3DTV

    Technologies

    By:

    Aniket Singh

    B.Tech final year

    EC A

    Roll No. 0703231020

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    CONTENTS:

    3DTV

    INTRODUCTION

    ARCHITECTURE

    MULTIVIEW AND STEROSCOPIC

    DISPLAY

    3D DISPLAY

    CONCLUSION

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    CHAPTER-1

    3D TV

    Creation of 3D Television

    Tokyo - Imagine watching a football match on a TV that not only

    shows the players in three dimensions but also lets you experience the

    smells of the stadium and maybe even pat a goal scorer on the back.

    Japan plans to make this futuristic television a commercial

    reality by 2020as part of a broad national project that will bring

    together researchers from the government, technology companies and

    academia.

    The targeted "virtual reality" television would allow people to

    view high definition images in 3D from any angle, in addition to

    being able to touch and smell the objects being projected upwards

    from a screen to the floor.

    "Can you imagine hovering over your TV to watch Japan versus

    Brazil in the finals of the World Cup as if you are really there?" asked

    Yoshiaki Takeuchi, development at Japan's Ministry of Internal

    Affairs and Communications.

    While companies, universities and research institutes around the

    world have made some progress on reproducing 3D images suitable

    for TV, developing the technologies to create the sensations of touch

    and smell could prove the most challenging, Takeuchi said in an

    interview with Reuters.

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    Researchers are looking into ultrasound, electric stimulation and

    wind pressure as potential technologies for touch.

    Such a TV would have a wide range of potential uses. It could

    be used in home-shopping programs, allowing viewers to "feel" a

    handbag before placing their order, or in the medical industry,

    enabling doctors to view or even perform simulated surgery on 3D

    images of someone's heart.

    The future TV is part of a larger national project under which

    Japan aims to promote "universal communication," a concept

    whereby information is shared smoothly and intelligently regardless

    of location or language.

    Takeuchi said an open forum covering a broad range of

    technologies related to universal communication, such as languagetranslation and advanced Web search techniques, could be established

    by the end of this year.

    Researchers from several top firms including Matsushita

    Electric Industrial Co. Ltd. and Sony Corp. are members of a report

    on the project last month.

    The ministry plans to request a budget of more than 1 billion yen to

    help fund the project in the next fiscal year starting in April 2006

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    CHAPTER-2

    INTRODUCTION

    Three-dimensional TV is expected to be the next revolution in

    the TV history. They implemented a 3D TV prototype system with

    real-time acquisition transmission, & 3D display of dynamic scenes.

    They developed a distributed scalable architecture to manage the high

    computation & bandwidth demands. 3D display shows high-

    resolution stereoscopic color images for multiple viewpoints withoutspecial glasses. This is first real time end-to-end 3D TV system with

    enough views & resolution to provide a truly immersive 3D

    experience.

    2.1 Why 3D TV

    The evolution of visual media such as cinema and television is

    one of the major hallmarks of our modern civilization. In many ways,

    these visual media now define our modern life style. Many of us are

    curious: what is our life style going to be in a few years? What kind of

    films and television are we going to see? Although cinema and

    television both evolved over decades, there were stages, which, in

    fact, were once seen as revolutions:

    1) at first, films were silent, then sound was added;

    2) cinema and television were initially black-and-white, then color

    was introduced;

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    3) computer imaging and digital special effects have been the latest

    major novelty.

    So the question is: what is the next revolution in cinema and

    television going to be?

    If we look at these stages precisely, we can notice that all types

    of visual media have been evolving closer to the way we see things in

    real life. Sound, colors and computer graphics brought a good part of

    it, but in real life we constantly see objects around us at close range,

    we sense their location in space, we see them from different angles as

    we changeposition. This has not been possible in ordinary cinema.

    Movie images lack true dimensionality and limit our sense that what

    we are being seeing is real.

    Nearly a century ago, in the 1920s, the great film director SergeiEisenstein said that the future of cinematography was the 3d motion

    pictures. Many other cinema pioneers thought in the same way. Even

    the Lumire brothers experimented with three-dimensional

    (stereoscopic) images using two films painted in red and blue (or

    green) colors and projected simultaneously onto the screen. Viewers

    saw stereoscopic images through glasses, painted in the opposite

    colors. But the resulting image was black-and-white, like in the first

    feature stereoscopic film "Power of Love" (1922, USA, Dir. H.

    Fairhal).

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    CHAPTER-3

    ARCHITECTURE OF 3D TV

    Figure 5 shows the schematic representation of 3D TV system.

    Fig.5.1 3D TV System

    The whole system consists mainly three blocks:

    1. Acquisition

    2. Transmission

    3. Display Unit

    The system consists mostly of commodity components that are

    readily available today. Note that the overall architecture of system

    accommodates different display types. Let's understand the three

    blocks one after another.

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    5.1 Acquisition

    The acquisition stage consists of an array of hardware-

    synchronized cameras. Small clusters of cameras are connected to the

    producer PCs. The producers capture live, uncompressed video

    streams & encode them using standard MPEG coding. The

    compressed video then broadcast on separate channels over a

    transmission network, which could be digital cable, satellite TV or theInternet.

    As explain above each camera captures progressive high-

    definition video in real time. Generally they are using 16 Basler

    A101fc color cameras with 1300X1030, 8 bits per pixel CCD sensors.

    The question might be arising in your mind that what are CCD imagesensors & MPEG coding?

    5.1.1 CCD Image Sensors

    Charge coupled device are electronic devices that are capable of

    transforming a light pattern (image) into an electric charge pattern (an

    electronic image). The CCD consists of several individual elements

    that have the capability of collecting, storing and transporting

    electrical charge from one element to another. This together with the

    photosensitive properties of silicon is used to design image sensors.

    Each photosensitive element will then represent a picture element

    (pixel). With semiconductor technologies and design rules, structures

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    are made that form lines, or matrices of pixels. One or more output

    amplifiers at the edge of the chip collect the signals from the CCD.

    An electronic image can be obtained by - after having exposed the

    sensor with a light pattern - applying series of pulses that transfer the

    charge of one pixel after another to the output amplifier, line after

    line. The output amplifier converts the charge into a voltage. External

    electronics will transform this output signal into a form suitable for

    monitors or frame grabbers. CCDs have extremely low noise figures.

    Figure 6 shows CCD sensors.

    Fig.5.2 CCD Image SensorCCD image sensors can be a color sensor or a monochrome

    sensor. In a color image sensor an integral RGB color filter array

    provides color responsively and separation. A monochrome image

    sensor senses only in black and white. An important environmental

    parameter to consider is the operating temperature.

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    5.1.2 MPEG-2 Encoding

    MPEG-2 is an extension of the MPEG-1 international standard

    for digital compression of audio and video signals. MPEG-2 is

    directed at broadcast formats at higher data rates; it provides extra

    algorithmic 'tools' for efficiently coding interlaced video, supports a

    wide range of bit rates and provides for multichannel surround sound

    coding. MPEG- 2 aims to be a generic video coding system

    supporting a diverse range of applications. Different algorithmic

    'tools', developed for many applications, have been integrated into the

    full standard. To implement all the features of the standard in all

    decoders is unnecessarily complex and a waste of bandwidth, so a

    small number of subsets of the full standard, known as profiles and

    levels, have been defined. A profile is a subset of algorithmic tools

    and a level identifies a set of constraints on parameter values (such as

    picture size and bit rate). A decoder, which supports a particular

    profile and level, is only required to support the corresponding subset

    of the full standard and set of parameter constraints.

    Now, the cameras are connected by IEEE-1394 High

    Performance Serial Bus to the producer PCs. The maximum

    transmitted frame rate at full resolution is 12 frames per seconds. Two

    cameras each are connected to one of the eight producer PCs. All PCs

    in this prototype have 3 GHz Pentium 4 Processors, 2 GB of RAM, &

    run Windows XP.

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    They chose the Basler cameras primarily because it has an

    external trigger that allows for complete control over the video

    timing. They have built a PCI card with custom programmable logic

    device (CPLD) that generates the synchronization signal for all the

    cameras. So, what is PCI card?

    5.1.3 PCI Card

    The power and speed of computer components has increased ata steady rate since desktop computers were first developed decades

    ago. Software makers create new applications capable of utilizing the

    latest advances in processor speed and hard drive capacity, while

    hardware makers' rush to improve components and design new

    technologiesto keep up with the demands of high end software.

    Fig.5.3 PCI Card

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    There's one element, however, that often escapes notice - the

    bus. Essentially, a bus is a channel or path between the components in

    a computer. Having a high-speed bus is as important as having a good

    transmission in a car. If you have a 700-horsepower engine combined

    with a cheap transmission, you can't get all that power to the road.

    There are many different types of buses. In this article, you will learn

    about some of those buses. We will concentrate on the bus known as

    the Peripheral Component Interconnect (PCI). We'll talk about what

    PCI is, how it operates and how it is used, and we'll look into the

    future of bus technology.

    All 16 cameras are individually connected to the card, which is

    plugged into the one of the producer PCs. Although it is possible to

    use software synchronization, they consider precise hardware

    synchronization essential for dynamic scenes. Note that the price of

    the acquisition cameras can be high, since they will be mostly used in

    TV studios.

    They arranged the 16 cameras in regularly spaced linear array. See the

    figure 8.

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    Fig.5.4 Arrays of 16 Cameras

    The optical axis of each camera is roughly perpendicular to a

    common camera plane. It is impossible to align multiple cameras

    precisely, so they use standard calibration procedures to determine theintrinsic & extrinsic camera parameters. In general, the cameras can

    be arranged arbitrarily because they are using light field rendering in

    the consumer to synchronize new views. A densely spaced array

    proved the best light fields capture, but high-quality reconstruction

    filters could be used if the light field is under sampled.

    5.2 Transmission

    Transmitting 16 uncompressed video streams with 1300X1030

    resolution & 24 bits per pixel at 30 frames per seconds requires 14.4

    Gblsec bandwidth, which is well beyond current broadcast

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    capabilities. For compression & transmission o1 dynamic muitiview

    video data there are two basic design choices. Either the data from

    multiple cameras is compressed using spatial or spatio-temporal

    encoding, or each video stream is compressed individually using

    temporal encoding. The first option offers higher compression, since

    there is a lot of coherence between the views. However, it requires

    that a centralized processor compress multiple video streams. This

    compression-hub architecture is not scalable, since the addition of

    more views will eventually overwhelm the internal bandwidth of the

    encoder. So, they decided to use temporal encoding of individual

    video stream on distributed processors.

    This strategy has other advantages. Existing broadband

    protocols & compression standards do not need to be changed for

    immediate real world 3D TV experiments. This system can plug into

    today's digital TV broadcast infrastructure & co-exist in perfect

    harmony with 2D TV.

    There did not have access to digital broadcast equipment, they

    implemented the modified architecture as shown in figure 9.

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    of Ethernet (the most widely installed LAN technology), that can

    provide data transfer rates of about 1 gigabit per second (Gbps).

    Gigabit Ethernet provides the capacity for server

    interconnection, campus backbone architecture and the next

    generation of super user workstations with a seamless upgrade path

    from existing Ethernet implementations.

    5.3 Decoder & Consumer Processing

    The receiver side is responsible for generating the appropriate

    images to be displayed. The system needs to be able to provide all

    possible views to the end users at every instance. The decoder

    receives a compressed video stream, decode it, and store the current

    uncompressed source frame in a buffer as shown in figure 10. Each

    consumer has virtual video buffer (VVD) with data from all current

    source frames. (I.e., all acquired views at aparticular time instance).

    Fig.5.6 Block Diagram of Decoder and Consumer processing

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    The consumer then generates a complete output image by

    processing image pixels from multiple frames in the VVB. Due to the

    bandwidth 8 processing limitations it would be impossible for each

    consumer to receive the complete source of frames from all the

    decoders. This would also limit the scalability of the system.

    Here is one-to-one mapping between cameras & projectors. But

    it is not very flexible. For example, the cameras need to be equally

    spaced, which is hard to achieve in practice. Moreover, this method

    cannot handle the case when the number of cameras & projectors is

    not same.

    Another, more flexible approach is to use image-based

    rendering to synchronize views at the correct virtual camera positions.

    They are using unstructured lurnigraph rendering on the consumer

    side. They choose the plane that is roughly in the center of the depth

    of field. The virtual viewpoints for the projected images are chosen at

    even spacing. Now focus on the processing for one particular

    consumer, i.e., one particular view. For each pixel o (u, v) in the

    output image, the display controller can determine the view number

    v& the position (x, y) of each source pixel s (v, x, y) that contributesto it.

    To generate output views from incoming video streams, each

    output pixel is a linear combination of k source pixels:

    0 (u, v) wts (v, x, y)

    ............ (1)

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    The blending weights w can be pre-computed by the controller

    based on the virtual view information. The controller sends the

    position (x, y) of the k source pixels to each decoder v for pixel

    selection. The index c of the requesting consumer is sent to the

    decoder for pixel routing from decoders to the consumer. Optionally,

    multiple pixels can be buffered in to the decoder for pixel block

    compression before being sent over the network. The consumer

    decompresses the pixel blocks & stores each pixel in VVB number v

    at position (x, y). Each output pixel requires from k source frames.

    That means that the maximum bandwidth on the network to the VVB

    is k times the size of the output image times the number of frames per

    second (fps). This can be substantially reduced if pixel block

    compression is used, at the expense of more processing. So to provide

    scalability it is important that this bandwidth is independent of thetotal number of the transmitted views. . The processing requirements

    in the consumer are extremely simple. It needs to compute equation

    (1) for each output pixel. The weights are pre computed & stored in a

    lookup table. The memory requirements are k times the size of the

    output image. Assuming simple pixel block compression, consumers

    can easily be implemented in hardware. That means decoders,

    networks, & consumers could be combined on the one printed circuit

    board. Let's move on to the different types of display.

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    CHAPTER-4

    MULTIVIEW AUTO STEREOSCOPIC DISPLAY

    6.1 Holographic Displays

    It is widely acknowledged that Dennis Gabor invented the

    hologram in 1948. he was working on an electron microscope. He

    coined the word and received a Nobel Prize for inventing holography

    in 1971. The holographic image is true three-dimensional: it can be

    viewed in different angles without glasses. This innovation could be a

    new revolution a new era of holographic cinema and of holographic

    media in whole.

    Holographic techniques were first applied to image display by

    Leith & Upatnieks in 1962. In holographic reproduction, interference

    fringes on the holographic surface to reconstruct the light wave front

    of the original object diffract light from illumination source. A

    hologram displays a continuous analog field has long been considered

    the holy grail of 3D TV. Most recent device, the Mark-2

    Holographic Video Display, uses acousto-optic modulators, beam

    splitters, moving mirrors & lenses to create interactive holograms. In

    more recent systems, moving parts have been eliminated by replacing

    the acousto-optic modulators with LCD, focused light arrays, and

    optically addressed spatial modulators, digital micro mirror devices.

    Figure shows the holographic image.

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    Fig.6.1 Holographic Image

    All current holo-video devices use single-color laser light. To

    reduce the amount of display data they provide only horizontal

    parallax. The display hardware is very large in relation to size of the

    image. So cannot be done in real-time.

    6.2 Holographic Movies

    We have developed the world's first holographic equipment with

    the capability of projecting genuine 3-dimensional holographic films

    as well as holographic slides and real objects for the multipleviewers simultaneously. Our Holographic Technology was primarily

    designed for cinema. However it has many uses in advertising and

    show business as well.

    At the same time we have developed a new 3d digital image

    processing and projecting technology. It can be used for creation the

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    modern 3d digital movie theaters and for the computer modeling of 3d

    virtual realities as well. On the same principle we have already tested

    a system 3d color TV. In all cases audience can see colorful 3-d

    inconvenient accessories.

    Developed in the Holographic Laboratories of Professor Victor

    Komar (NIKFI), these technologies have received worldwide

    recognition, including an Oscar for Technical Achievement in

    Hollywood, a Nika Film Award in Moscow, endorsement from MIT's

    Media Lab and many others.

    On this website you can find general information about our

    technology, projects, brief history of 3d and holographic cinema,

    investment opportunities and sales. For more specific questions please

    check FAQ section on the ENQUIRE page. You can also send us a

    message via email: the addresses are on the CONTACT page. Wehave developed the world's first holographic equipment the genuine 3-

    dimensional holographic films as well as holographic slides and real

    objects for the multiple viewers. Our Holographic Technology was

    primarily designed for cinema. However it has many uses in

    advertising and show business as well.

    6.2.1 Volumetric Displays

    It use a medium to fill or scan a three-dimensional space &

    individually address & illuminate small voxels. However, volumetric

    systems produce transparent images that do not provide a fully

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    convincing three dimensional experience. Furthermore, they cannot

    correctly reproduce the light field of a natural scene because of

    their limited color reproduction & lack of occlusions. The design of

    large size volumetric displays also poses some difficult obstacles.

    6.2.2 Parallax Displays

    Parallax displays emit spatially varying directional light. Much

    of the early 3D display research focused on improvement to Wheat

    stone's stereoscope. In 1903, F.Ives used a plate with vertical slits as a

    barrier over an image with alternating strips of left-eye/right-eye

    images. The resulting device is called a parallax stereogram. To

    extend the limited viewing angle 8 restricted viewing position of

    stereogram, Kanolt & H.Ives used narrower slits & smaller pitch

    between the alternating image strips. These multiview images are

    called parallax panorama grams.

    Stereogram & panorama grams provide only horizontal parallax.

    Lippmann proposed using an array of spherical lenses instead of slits.

    This is frequently called a 'fly's eye" lens sheet, & resulting image is

    called integral photograph. An integral is a true planar light field with

    directionally varying radiance per pixel. Integral sacrifice significant

    spatial resolution in both dimensions to gain full parallax. Researchers

    in the 1930s introduced the lenticular sheet, a line of array of narrow

    cylindrical lenses called Isnticules. Lenticular images found

    widespread use for advertising, CD covers, & postcards. To improve

    the native resolution of the display, H.Ives invented the multi-

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    projector lenticular display in 1931. He painted the back of a

    lenticular sheet with diffuse paint & used it as a projection surface for

    39 slide projectors. Finally high output resolution, the large number of

    views & the large physical dimensions of or display leads to a very

    immersive 3D display. Other research in parallax displays includes

    time multiplexed 8 tracking-bass systems. In time multiplexing,

    multiple views are projected at different time instances using a sliding

    window or LCD shutter. This inherently reduces the frame rate of the

    display & may lead to noticeable flickering. Head-tracking designs

    are mostly used to display stereo images, although it could also be

    used to introduce some vertical parallax in multiview lenticular

    displays. Today's commercial auto stereoscopic displays use

    variations ofparallax barriers or lenticular sheets placed on the top of

    LCD orplasma screens. Parallax barriers generally reduce some ofthe brightness & sharpness of the image. Here, this projector based

    3D display currently has a native resolution of 12 million pixels.

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    Fig.6.2 Images of a scene from the viewer side of the display (top row) and

    as seen from some of the cameras (bottom row).

    6.2.3 Multi Projector

    Displays offer very high resolution, flexibility, excellent cost

    performance, scalability, & large-format images. Graphics rendering

    for multiprojector systems can be efficiently parallelized on clusters

    of PCs using, for example, the Chromium API. Projectors also

    provide the necessary flexibility to adapt to non-planar display

    geometries. Precise manual alignment of the projector array is tedious

    8 becomes downright impossible for more than a handful of

    projectors or non-planar screens. Some systems use cameras in the

    loop to automatically compute relative projectors poses for automatic

    alignment. Here they will use static camera for automatic image

    alignment & brightness adjustments of the projectors.

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    CHAPTER-5

    3D DISPLAY

    This is a brief explanation that we hope sorts out some of the

    confusion about the many 3D display options that are available today.

    We'll tell you how they work, and what the relative tradeoffs of each

    technique are. Those of you that are just interested in comparing

    different Liquid Crystal Shutter glasses techniques can skip to the

    section at the end.

    Of course, we are always happy to answer your questions personally,

    and point you to other leading experts in the field.

    Figure shows a diagram of the multi-projector 3D displays with

    lenticular sheets.

    Fig.7.1 Projection-type lenticular 3D displays

    They use 16 NEC LT-170 projectors with 1024'768 native

    output resolution. This is less that the resolution of acquired &

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    transmitted video, which has 1300'1030 pixels. However, HDTV

    projectors are much more expensive than commodity projectors.

    Commodity projector is a compact form factor. Out of eight consumer

    PCs one is dedicated as the controller. The consumers are identical to

    the producers except for a dual-output graphics card that is connected

    to two projectors. The graphic card is used only as an output device.

    For real-projection system as shown in the figure, two lenticular

    sheets are mounted back-to-back with optical diffuser material in the

    center. The front projection system uses only one lenticular sheet with

    a retro reflective front projection screen material from flexible fabric

    mounted on the back. Photographs show the rear and front projection.

    Fig.7.2 Rear Projection and Front Projection

    The projection-side lenticular sheet of the rear-projection

    display acts as a light multiplexer, focusing the projected light as thin

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    vertical stripes onto the diffuser. Close up of the lenticular sheet is

    shown in the figure 6. Considering each lenticel to be an ideal

    Pinhole camera, the stripes capture the view-dependent radiance

    of a three-dimensional light field. The viewer side lenticular sheet acts

    as a light de-multiplexer & projects the view-dependent radiance back

    to the viewer. The single lenticular sheet of the front-projection screen

    both multiplexes & demultiplexes the light.

    The two key parameters of lenticular sheets are the field-of-view

    (FOV) & the number of lenticules per inch (LPI). Here it is used 72" '

    48" lenticular sheets with 30 degrees FOV & 15 LPI. The optical

    design of the lenticules is optimized for multiview 3D display. The

    number of viewing zones of a lenticular display is related to its FOV.

    For example, if the FOV is 30 degrees, leading to 180/30 = 6 viewing

    zones.

    7.1 3D TV for 21st Century

    Interest in 3D has never been greater. The amount of research

    and development on 3D photographic, motion picture and television

    systems is staggering. Over 1000 patent applications have been filed

    in these areas in the last ten years. There are also hundreds of

    technical papers and many unpublished projects.

    I have worked with numerous systems for 3D video and 3D

    graphics over the last 20 years and have years developed and

    marketed many products. In order to give some historical perspective

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    Ill start with an account of my 1985 visit to Exposition 85 in

    Tsukuba, Japan, I spent a month in Japan visiting with 3D researchers

    and attending the many 3D exhibits at the Tsukuba Science

    Exposition. The exposition was one of the major film and video

    events of the century, with a good chunk of its 2 1/2 billion dollar cost

    devoted to state of the art audiovisual systems in more than 25

    pavilions. There was the worlds largest IMAX screen, Cinema-U (a

    Japanese version of IMAX), OMNIMAX (a dome projection version

    of IMAX using fisheye lenses) in 3D, numerous 5, 8 and 10

    perforation 70mm systems - several with fisheye lens projection onto

    domes and one in 3D, single, double and triple 8 perforation 35mm

    systems, live high definition (1125 line) TV viewed on HDTV sets

    and HDTV video projectors (and played on HDTV video discs and

    VTRs), and giant outdoor video screens culminating in Sonys 30meter diagonal Jumbotron (also presented in 3D). Included in the 3D

    feast at the exposition were four 3D movie systems, two 3DTV

    systems (one without glasses), a 3D slide show, a Pulfrich

    demonstration (synthetic 3D created by a dark filter in front of one

    eye), about 100 holograms of every type, size and quality (the

    Russians were best), and 3D slide sets, lenticular prints and

    embossed holograms for purchase. Most of the technology, from a

    robot that read music and played the piano to the worlds largest

    tomato plant, was developed in Japan in the two years before the

    exposition, but most of the 3D hardware and software was the result

    of collaboration between California and Japan. It was the chance of a

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    lifetime to compare practically all of the state of the art 2D and 3D

    motion picture and video systems, tweaked to perfection and running

    12 hours a day, seven days a week. After describing the systems at

    Tsukuba, I will survey some of the recent work elsewhere in the

    world and suggest likely developments during the next decade.

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    CHAPTER-6

    CONCLUSION

    Most of the key ideas for 3D TV systems presented in this

    paper have been known for decade, such as lenticular screens,

    multi projector 3D displays, and camera array for acquisition.

    This system is the first to provide enough view points and

    enough pixels per view points to produce an immersive and

    convincing 3D experience. Another area of future research is

    to improve the optical characteristic of the 3D display

    computationally. This concept is computational display.

    Another area of future research is precise color reproduction

    of natural scenes on multiview display.