Based on concept of eye space, we proposed an idea to achieve multi-view autostereoscopic display with densest viewpoints (for largest tolerance) which reaches physical limitation of density. The physical limitation of separation between two neighboring view-points is one eye spacing for largest tolerance in binocular view based display; the display can be achieved by using light-shutter-screen with fast-enough-switching and a circuit hardware called address driving matrix. The idea is applied for both binocular view based and depth map based display. For the former (binocular view), one shutter screen is placed at front of 2D-display screen with address driving matrix and two video streams of left and right eyes; for the latter (not binocular view, a kind of quasi-holography display), two shutter screens are placed at front of 2D-display screen with one 2D video stream and one depth map (depth map can be generated from two video streams of left and right eye or be obtained from a depth camera), in this case, each of all screens (besides each of shutter screens, 2D-display screen also) need separate address driving matrix, and the physical limitation of separation of view-points is further reduced to half of eye spacing for largest tolerance. Current technologies are ready for building the address driving matrix, but not ready yet for the fast- enough-switching, for example, current LCD is not fast enough for this purpose. Therefore, this will bring many challenges and new opportunities for those physicist and engineers who work in area of fast light switch (not only limited in LCD), besides in autostereoscopic display.
A multi-view autostereoscopic three-dimensional (3D) system is built by using a 2D display screen and a customized parallax-barrier shutter (PBS) screen. The shutter screen is controlled dynamically by address driving matrix circuit and it is placed in front of the display screen at a certain location. The system could achieve densest viewpoints due to its specially optical and geometric design which is based on concept of “eye space”. The resolution of 3D imaging is not reduced compared to 2D mode by using limited time division multiplexing technology. The diffraction effects may play an important role in 3D display imaging quality, especially when applied to small screen, such as iPhone screen etc. For small screen, diffraction effects may contribute crosstalk between binocular views, image brightness uniformity etc. Therefore, diffraction effects are analyzed and considered in a one-dimensional shutter screen model of the 3D display, in which the numerical simulation of light from display pixels on display screen through parallax barrier slits to each viewing zone in eye space, is performed. The simulation results provide guidance for criteria screen size over which the impact of diffraction effects are ignorable, and below which diffraction effects must be taken into account. Finally, the simulation results are compared to the corresponding experimental measurements and observation with discussion.