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29 February 2008 Real-time interactive 3D computer stereography for recreational applications
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Proceedings Volume 6803, Stereoscopic Displays and Applications XIX; 68030H (2008) https://doi.org/10.1117/12.766127
Event: Electronic Imaging, 2008, San Jose, California, United States
Abstract
With the increasing calculation costs of 3D computer stereography, low-cost, high-speed implementation of the latter requires effective distribution of computing resources. In this paper, we attempt to re-classify 3D display technologies on the basis of humans' 3D perception, in order to determine what level of presence or reality is required in recreational video game systems. We then discuss the design and implementation of stereography systems in two categories of the new classification.
© (2008) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Atsushi Miyazawa, Motonaga Ishii, Kazunori Okuzawa, and Ryuuichi Sakamoto "Real-time interactive 3D computer stereography for recreational applications", Proc. SPIE 6803, Stereoscopic Displays and Applications XIX, 68030H (29 February 2008); https://doi.org/10.1117/12.766127
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