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23 May 2002 Stereoscopic camera design
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Proceedings Volume 4660, Stereoscopic Displays and Virtual Reality Systems IX; (2002)
Event: Electronic Imaging, 2002, San Jose, California, United States
It is clear from the literature that the majority of work in stereoscopic imaging is directed towards the development of modern stereoscopic displays. As costs come down, wider public interest in this technology is expected to increase. This new technology would require new methods of image formation. Advances in stereo computer graphics will of course lead to the creation of new stereo computer games, graphics in films etc. However, the consumer would also like to see real-world stereoscopic images, pictures of family, holiday snaps etc. Such scenery would have wide ranges of depth to accommodate and would need also to cope with moving objects, such as cars, and in particular other people. Thus, the consumer acceptance of auto/stereoscopic displays and 3D in general would be greatly enhanced by the existence of a quality stereoscopic camera. This paper will cover an analysis of existing stereoscopic camera designs and show that they can be categorized into four different types, with inherent advantages and disadvantages. A recommendation is then made with regard to 3D consumer still and video photography. The paper will go on to discuss this recommendation and describe its advantages and how it can be realized in practice.
© (2002) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
David J. Montgomery, Christopher K. Jones, James N. Stewart, and Alan Smith "Stereoscopic camera design", Proc. SPIE 4660, Stereoscopic Displays and Virtual Reality Systems IX, (23 May 2002);


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