Thursday, July 16, 2009

Basic Visual Perception Concepts Related to 3D Movies

http://www.etcenter.org/files/publications/ETC_Exec_3D_primer.pdf

 

Executive Briefing:

Basic Visual Perception Concepts Related to 3D Movies

 

Phil Lelyveld

Program Manager

Consumer 3D Experience Lab

Entertainment Technology Center at USC

 June 2009   

 

Preface

 

1) Looking at an image on a 3D display (cinema, TV, laptop) is not the same for your eyes as  looking at the real world.

 

One reason relates to the mismatch between the object appearing to be in front of or  behind the screen while the object is in focus onto the surface of the screen.

 

2) When producing 3D content, define and work within a "safe" depth budget in-front of and  behind the screen.

 

There are guidelines and limits for a comfortable viewing experience based on screen  size and viewing distance.  It would be useful for the industry to develop standards and  guidelines that optimize the depth budget(s) for consistent digital workflows and  consumer experiences.

 

3) Some effects simply don't work the same way in 3D as they do in 2D.

 

We should aim to provide guidelines on what works well in 3D and what doesn't.  This is  the emerging language of 3D.  The ETC is developing a Standard Test and Evaluation  Material (STEM) reel for this purpose.

 

4) Audience members will vary in their response to 3D.  While most will find 3D easy to watch  and more engaging than 2D, research has found that a small percentage of the population will  either not see the 3D effect or find it uncomfortable.  Some individuals who are in that small  percentage are vocal critics of 3D.

 

It would be useful to provide resources to inform the public of this issue, and develop  tools that individuals can use to self-identify and avoid a disappointing and possibly  unpleasant experience.  The ETC is researching the criteria for this self-identifying tool.    Consumer 3D Experience – basic concepts and guidelines  This is a brief executive primer on 3D movies and human perception.  It is intended to cover the  basic terms and concepts behind how we see 3D movies and what to watch out for when they are  created and displayed.  Links and references are provided at the end for those who want a more  detailed overview (ref. 1 and 2).

 

Binocular vision

Our brain gets its visual information about the real world through our eyes.  Because the eyes are  approximately two inches apart, each eye “sees” and sends a slightly different signal/angle to the  brain.  The brain understands the difference between those two views as cues for depth, and  automatically fuses those two images to get a “center” view, which was not actually seen by  either eye.   Hold a finger in front of your face and alternate between two eyes open and one eye  shut to see this process in action.  

 

Two key terms used by vision researchers for how our eyes capture three-dimensional  information are vergence and accommodation.  Vergence is the angle one of your eyes turns relative to the other eye so that they both look at  (aka converge on) the object that you want to see.  When you look at the horizon the vergence is  zero.  When you look at something close to your face the vergence is significant.  

 

Accommodation is the act of focusing your eyes so that you see what you are looking at clearly.   Vergence-accommodation conflict   In the natural environment, the distance at which your eyes converge is the same as the distance  at which your eyes should focus. This is not the case with stereoscopic 3D, where the images for  both eyes are projected as two separate images on a screen.   Assume we project a 3D object that is meant to appear to be in front of the screen.  Your left eye  turns to look at the left-eye image of the object, and your right eye turns to look at the right-eye  image of the object.  Put together, your eyes converge (vergence) as if the object exists in front  of the screen. 

 

As your eyes converge, your brain sends instructions to the eyes to focus the way they normally  would for a real object at that convergence distance (accommodation).  But in 3D movies the  “object” is in focus on the screen, which is behind this convergence point. So your brain keeps  working your eyes until the “object” is in focus.  That inescapable difference between how we  naturally see the real world and how we see 3D movies is called the vergence-accommodation  conflict.  

  

The vergence-accommodation conflict also occurs if the object is meant to appear behind the  screen.  Only when the 3D object is meant to appear on the screen itself is there no vergence- accommodation conflict, because your eyes converge on the point where the image is indeed in  focus.

An audience member’s ability to deal with this vergence-accommodation conflict over the  duration of a movie is impacted by how flexible the lenses of their eyes are (ref. 3) and how well  his/her brain reacts to the conflict. To maximize the enjoyment of 3D for the entire audience, one  guideline is to recognize that this conflict exists, and to give considerable thought to the impact  on the audience before having objects jump or scenes cut rapidly and repetitively in and out of  the screen.

 

Research has been done to quantitatively define the comfort zone for the vergence- accommodation conflict.  Eye flexibility, often a function of age, is a factor (ref. 3).    Comfortable viewing and vergence-accommodation conflict  According to Prof. Martin Banks, Professor of Optometry and Vision Science at U.C. Berkeley,  the vergence-accommodation conflict should be kept at less than ½ to 1/3 diopters for the  majority of a 3D viewing experience to avoid discomfort and fatigue.  

 

Diopter is a term that is widely used in vision science research.  It is useful for understanding  how the depth component of 3D content works.  We normally think in terms of distance from the  person to the screen.  Diopter is the inverse of that; 1/distance (in meters) to the screen.    The practical impact of keeping the vergence-accommodation conflict less than 1/3 diopters is  that for a person sitting 10 meters (32.8 feet) from the screen, the effect should come no closer  than 2.31 meters (7.6 feet) from the person.  

 

Diopters help us understand how the comfortable viewing range changes as a function of  viewing distance.  For the same 1/3 diopter limit;

 

·         How far the person is from  the screen

·         How close to the person the  object appears

·         How far in front of the screen  the object appears 

 

·         5 meters (16.4 feet)  1.875 meters (6.2 feet)  3.125 meters (10.2 feet)

·         10 meters (32.8 feet)  2.31 meters (7.6 feet)  7.69 meters (25.2 feet)

·         20 meters (65.6 feet)  2.61 meters (8.6 feet)  17.39 meters (57.0 feet)

 

Laptop distance from person  to screen

·         0.25 meters (9.8 inches)  0.23 meters (9.1 inches)  0.02 meters (0.8 inches)

·         0.5 meters (19.7 inches)  0.43 meters (16.9 inches)  0.07 meters (2.8 inches)

 

This table shows that the comfortable viewing range is larger for a person sitting further away  from the screen than for a person sitting closer to the screen.  The same 3D effect that extends  from just barely in front of the screen to infinity when viewed on a laptop appears to be from 57  feet or more in front of the screen to infinity when viewed from the back of the theatre.    Perceptual distortion due to incorrect viewing angle  Your brain compensates for the distortions caused by viewing a 2D image (e.g., a painting) at an  oblique angle by using the images from both of your eyes to recognize and compensate for the  angle of the surface of the image. 

 

Assume that you are sitting in the best viewing position in the theatre or your home and watching  3D content.  As you move away from the centerline of the screen, either to the left or the right,  the 3D object becomes increasingly distorted.  Different seating positions provide a different 3D  viewing experience! Your brain cannot compensate for viewing a 3D projected object at an  extreme angle to the screen (ref. 4).  This may be an inescapable attribute of physics and human  visual perception. 

 

Interpupillary distance (IPD) 

Interpupillary distance is the lateral separation between the left and right eyes.  The majority of  adults have an IPD of between 5.5 and 7.0 cm.  Children have a narrower IPD, with the majority  greater than 4.0 cm (ref. 5).     As objects move from up close to infinitely far away, your eyes move from converging on a  point to looking in parallel toward infinity.  

Part of the emerging language of stereography will be establishing recommended practices for  the offsets to use when establishing the deep/distance portion of the 3D image.  This decision  will be influenced by assumptions of both the measured distance of the offset on the screen and  the viewer’s distance from the screen.  If the offset is too great, as might be the case for a person  sitting too close to a theatre screen that is larger than the screen size anticipated by the  stereographer, then the 3D effect will induce that person’s eyes to diverge (e.g. turn outward in  opposite directions) to see the image clearly.  This is unnatural and uncomfortable, and some  people are completely incapable of doing it.  Yet the same offset will provide a pleasant viewing  experience for someone sitting farther away from the screen in the same theatre. And the same  offset in the source material, when displayed on a home theatre screen that is a fraction of the  theatre screen size, will produce a shallower image.  A recommended practice may be something  as simple as developing a table of screen size versus minimum distance from the screen to the  front row for a given screen size and telling the theatre owner to only allow audience members to  sit at or further than X feet from the screen.

 

Depth of field

The previous section on IPD flows into the question of how to handle the distant background in  3D images.  Often, filmmakers working in traditional 2D will use shallow depth of field to draw  audience attention to an actor or object, while leaving the rest of the scene blurry/out of focus.   Some researchers believe that people are more likely to explore a 3D image than they are a 2D  image.  Shallow depth of field could exacerbate eyestrain and fatigue if viewers attempt to focus  on parts of the screen that they cannot bring into focus no matter how hard the brain tries to  accommodate. On the other hand, increasing the depth of field in a 3D movie increases the work  you are encouraging the audiences’ brains and eyes to do. The director of the 3D movie Coraline  made the artistic decision to selectively use shallow depth of field in the depth script (ref. 6). 

From the vision science perspective, research is needed on the relationship between depth of  field, stereoscopic 3D imagery, and discomfort and fatigue. Part of developing the language of  3D stereography for filmmaking will be learning how to use depth of field.  The language will    evolve as audiences get past the novelty of 3D and become familiar with the conventions of the  3D experience.

 

Depth budget is the amount of depth in and out of the screen that you plan to or are able to use.   Depth script is a script/score/timeline describing how the 3D space is used over time; how to  pace the action in the third dimension.  It is here that you would map out where to use an  extreme 3D effect relative to the ambient 3D depth value, and how to block scenes so that cuts  between shots do not draw attention to the 3D effect and take the audience out of the story.   

 

Image-pair balancing

If the displayed image-pairs are not perfectly aligned and matched, they will contain visual  information beyond the parallax needed to produce the 3D effect, and will contribute to viewer  discomfort and fatigue over time.  Here are some image-pair balancing concerns to keep in mind.

•  There may be creative or technical reasons to have the cameras ‘toe in’ rather than point  forward in parallel.  When the two images are combined, the ‘toe in’ introduces a  keystone effect that must be corrected.

•  Vertical misalignment, where one camera is slightly tilted ‘up’ relative to the other, and  rotational misalignment, where one camera is capturing an image at a slight clockwise  rotation to the other, must both be corrected.  

There is software to correct for these problems (ex. Nuke compositing software from The  Foundry, Binocle.com showed prototyped tools for live 3D shoots at 2009 NAB).   

•  Magnification must match between the images.  This is especially critical during zoom  sequences.  

•  Illumination and color balance of the image pairs must match.

•  Temporal balancing;  Multiple camera-pairs used during live action filming should have  lens- and camera-pair imperfections that produce images that edit together well.

Research needed

 

To advance the language of 3D filmmaking, accelerate the development of 3D products and  tools, and expand the market for 3D content and experiences, research to answer these  fundamental questions should be conducted;

-  Can fundamental principles emerge so that we can produce a trailer with the tag line; ‘if you  find viewing this to be an unpleasant experience, then you are among the segment of the  population that will not enjoy a 3D movie experience [in a theatre, at home, on a personal  device, etc.], so please do not watch movies in 3D.’  We know there are people out there  who, for any number of reasons, will have a bad experience or will not see the 3D effect.   Anything we can do that will help those people self-identify and avoid an unpleasant  experience will be extremely useful in sustaining support for 3D entertainment.   Stereographers will use whatever fundamental principles emerge creatively, and build on  them as they learn how to incorporate 3D into the language of storytelling.

-  Will stereographers author once for all display situations, or will there be more granularity  based on expected display device (ex. will there be “home version”) or some other    parameter?  Studios are working on digital workflow, archiving policies, etc.  Recommended  practices, which may emerge naturally as the industry gains more experience, will be useful.    

-  People have trouble resolving a 3D image as the horizontal pan rate increases.  Filmmakers  need more quantitative information regarding pan rate, the brain’s ability to resolve the stereo  image, and frame rate.  Some research in this area is being done by Martin Banks and his  students at UC Berkeley.

-  Does increasing the amount of light that reaches the eyes significantly impact the vergence- accommodation conflict?

-  How does depth of field impact the way people explore a stereoscopic 3D image?  Does the  impact change with time, both during the viewing of long-form content and over years of  viewing experience?  Research is needed on the relationship between depth of field,  stereoscopic 3D imagery, and discomfort and fatigue.

 

 

Author: Phil Lelyveld is an Entertainment Technology and Business Development Consultant

(www.ReelWord.com).  He is currently developing the Consumer 3D Experience Lab and

program at USC’s Entertainment Technology Center (www.etcenter.org).  Phil spent 10 years

developing and implementing Disney’s digital media strategy as the corporate Vice President of

Digital Industry Relations.  He has been involved in new and emerging media for almost 20

years.

 

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