OSCAM – Optimized Stereoscopic Camera Control for Interactive 3D

 

This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games.

December 12, 2011
ACM SIGGRAPH Asia 2011

 

Authors

Thomas Oskam (Disney Research/ETH Joint PhD)

Alexander Sorkine-Hornung (Disney Research)

Huw Bowles (Black Rock Studio/Disney Interactive Studios)

Kenny Mitchell (Black Rock Studio/Disney Interactive Studios)

Markus Gross (Disney Research/ETH Zurich)

OSCAM – Optimized Stereoscopic Camera Control for Interactive 3D

Abstract

This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Moreover, we introduce an interpolation function that linearizes the transformation of stereoscopic depth over time, minimizing nonlinear visual distortions. We describe how to implement the complete control mechanism on the GPU to achieve running times below 0.2ms for full HD. This provides a practical solution even for demanding real-time applications. Results of a user study show a significant increase of stereoscopic comfort, without compromising perceived realism. Our controller enables ‘fail-safe’ stereopsis, provides intuitive control to accommodate to personal preferences and allows to properly display stereoscopic content on differently sized output devices.

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