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The optical principle of three dimensional representation of objects
is based on a lenticular structure of vertical cylindrical lenses. At
the focal line of the lenses a binary black/white pixel arrangement is
locate on a color and brightness filter. A more detailed description of
the arrangement is given in [1]. Behind them a background illumination
is mounted. The lenticular structure has got a pitch of 500
m. Each
black/white sub-pixel at focal layer has got a size of 5
m x 5
m.
Hence 100 different views can be written horizontally side by side
being emitted over the full angle 2
, cf. Fig. 1.
The focus of the lenses of the lenticular glass meets the plane, in
which the digitally written black-white film or the liquid crystal
layer is situated. Due to the high writing resolution of 5080 dpi, up
to 100 different views of objects can be emitted over 100 neighbored
ray angles. Geometrically, for each pixel a fan projection has to be
calculated over a full fan angle of 2
. This angle
depends on the pitch
of the lenticular lenses, the focal
depth point
; and the light index of glass N (e.g. N=1.5). The
horizontal pitch
on the focal plane is a little bit
larger than that of the lenses itself.
 |
(1) |
where
denotes the optimal distance of the display screen from
the observer's eyes, being equal to the distance between the
z-position of lenticular plane and the z-position of the observer.
The half fan angle
is given by the following function:
 |
(2) |
Figure 1:
Observer positions: viewing angles, full fan angle with respect
to lenticular pitch.
 |
For the system presented the following full fan angle is realized:
. The number of views
is distributed
over the fan angle
. Therefore the following view density
at the observer distance
from the screen is achieved:
 |
(3) |
For
this density step is
per view.
For each view point the image can be represented by a fan projection
on the focal plane of the screen. Alltogether a number of
fan projections have to be carried out.
Fig.1 shows the relationship of fan angle, lense focus, pitches
and optimal planned observer distance from the screen.
Figure 2:
Fan projection onto the screen; sampling grid and 3D resolution
 |
Fig.2 shows the fan projection for two special eye positions: the
right view center and the left view center, being situated in the
z-plane of the observer
. The screen is placed in the z-plane
. The pixels on the screen, on which the objects are
projected, have the distance
. This pitch is given by the
width of the screen
divided by the number of horizontal
pixels per view:
 |
(4) |
Next: Image projection and object
Up: 3dprojtn
Previous: Abstract
2000-08-21