![]() ![]() If you look at it cross eyed, you’ll see that the Z’s are in the foreground, and the X’s are in the background. This is an example of one I made yesterday…. You will need 3D glasses to view these properly… How to Make Drawings or Photographs in Stereoscopic PairsĪnaglyphic images are images where two differently colored images are superimposed on top of each other. Here’s a couple of links to see what I mean. I’m sure you’re familiar with these- We remember the Magic Eye posters on the walls of elementary school classrooms. So, if you’ve been “perceptive,” you may have noticed that Latifa and I are working with a theme of “Perception.” We’ve been doing a lot of research on Stereoscopic and Anaglyphic images.įor example, stereoscopic images are when each eye is presented with a slightly different image, and the brain puts the two together, tricking you into thinking you are actually seeing 3D. GPL-licensed C++ SIRDS source code for Windows.This is an example of a sample I have been working on, which we will get printed to see how it works (hopefully).The C++ source code is also available under the GPL license. The (Windows-only) viewer can be downloaded freely below. The CPU then builds the SIRDS image, using the individual values in the depth buffer to calculate the horizontal offsets needed to lookup and copy the colour values from left to right. Internally, a DirectX9 shader is used to rasterize the 3D object to a depth buffer. Like the other available options, the depth dithering mode in the viewer can easily be toggled on and off for comparison. It does this by breaking up the regularity of these depth planes by adding noise to the quantization step from depth to discrete pattern pixel offset, effectively jittering the quantization threshold. It also includes a depth dithering mode that effectively hides the fact that pixelized SIRDS have only a (very) limited number of depth planes to choose from. A number of parameters and options are available, including a staring and cross-eyed SIRDS mode, different noise patterns and tweakable pattern repeat distances. The viewer can be used to freely zoom and rotate around various 3D models, while viewing these as either depth images or SIRDS. Consequently, it cannot only generate a SIRDS image of a static 3D scene, but can also generate real-time SIRDS of interactive 3D scenes. Out of interest, I developed a SIRDS renderer, capable of efficiently rendering full-screen SIRDS of 3D scenes. This, of course, is something best left to a computer. So, by carefully crafting the distances between copies of dots in a SIRDS, the depth information of any 3D scene can be encoded into an image. Lastly, the colour value for the SIRDS pixel is set to the colour in the SIRDS x pixels to its left. From this depth value, the ideal horizontal pixel offset x between dot copies on the image plane is calculated using basic geometry. First, the depth for a specific pixel is looked up from the original depth image. The rest of the SIRDS is then filled in pixel by pixel from left to right. To begin the construction of a SIRDS, the original pattern is first copied once to the left side of the result. As you can see in the car example, these points of conversion neatly match the depth contours of the selected horizontal line in the greyscale depth image of the car.Įvery red line in this SIRDS (bottom half of the image) marks the boundary between copies of the original pattern of four coloured lines. The exact distance between these copies determines the depth at which you must converge your eyes to get the illusion of a coherent point in 3D. Now both eyes will observe slightly different copies of the same pattern and our brains will interpret the differences between these copies as depth cues, just like when seeing real 3D objects. Red with red (see the top half of the image), green with green, etc. ![]() Instead of focusing (or, more correctly, converging your eyes) on the image plane, you look past it just deep enough to overlap the coloured vertical lines in neighbouring copies. The top of image the shows how you would look at a line from the SIRDS somewhere halfway down, when staring through the image. Note the correlation between the depth image of the car and the SIRDS. The resulting SIRDS is overlaid here on top of the depth image. This pattern is repeatedly copied and distorted to the right. Instead of random dots, the SIRDS’ pattern contains exactly four differently coloured vertical lines. The SIRDS in the image on the right is based on the rendered depth image of the 3D car (in white and gray, bottom). A SIRDS of a car, explaining the principle ![]()
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