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Normally the vertical pixel pitch is equal to the horizontal pixel
pitch:
. The achievable vertical and horizontal
object resolution are dependent from depth positions of objects to
be represented by the screen - according to the fan projection,
shown in fig.2:
 |
(5) |
The possible depth resolution of the objects depends in addition
from the
horizontal distance of the viewing centers, say distance
of the two watching eyes:
. The smallest sampling angle might
be denoted by
: It is slightly dependent on the angle
itself because
is constant.
![\begin{displaymath}
\Delta \beta =\frac{\Delta X_{obs}\cdot \left[ \cos \left( \beta \right)
\right] ^{2}}{Z_{screen}-Z_{obs}}
\end{displaymath}](img29.gif) |
(6) |
Let k be the number of views between the eyes. Then the eye distance
corresponds to the sampling angles as follows:
 |
(7) |
where a symmetrical eye position is assumed.
With respect to the two projections centers the following depth
sampling planes
for objects are given:
![\begin{displaymath}
\left[ Z_{obs}\left( i,k\right) -Z_{screen}\right] =\frac{i\...
...dot \left[ Z_{obj}\left( i,k\right) -Z_{obs}\right]}
{D_{eye}}
\end{displaymath}](img32.gif) |
(8) |
Let be the sampling distances on the screen
and those at the eye plane of the observer
. Then
results into the following equation:
 |
(9) |
Next: Sampling distances
Up: 3dprojtn
Previous: Brief description of the
2000-08-21