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SamualT

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Posted on Sunday, January 25, 2004 - 2:30 am:   Edit PostDelete PostView Post/Check IPPrint Post

I wrote a simple program that shows a rotating teapot in Stereo-3D anaglyth. The eyes (software cameras) just look straight ahead. It works.
But in real life our eyes turn inward slightly for objects that get real close (put your finger three inches in front of your nose and your almost crosseyed).
When programming Stereo-3D things never get that close. So, should I even bother to turn the eyes inward? If so, is there an equation for that (turn the eyes inward this amount of degrees for this distance)? There must be a name for it also!

Thanks for correcting my ignoramusness ;-)
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Puppet Kite Kid

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Posted on Sunday, January 25, 2004 - 3:38 am:   Edit PostDelete PostView Post/Check IPPrint Post

It's called "toe-in" and even though it's fairly common, especially with 3D movies, I opt to avoid it. My preference with digital video, which is easy to manipulate during editing, is to shoot "parallel to infinity", then align the images and set the stereo window (as an alternative to "toeing-in").
Toeing-in lenses can cause a number of problems, including keystone distortion and excessive L/R image separation of distant objects.
The only problem that shooting parallel creates is the need for cropping the sides off the images for setting the stereo window... you lose imagery and stray from *typical* resolutions. This can be solved by adding black borders, but that may not be a popular (or practical) thing to do outside of the realm of amateur 3D "home movie" videography like I am doing.

P. K. Kid
"Watching The News is Much Less Stressful when You Are Playing With
A Punch Balloon"
(All G-Rated) http://www.PuppetKites.net

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