An active shutter 3D system (a.k.a. alternate frame sequencing, alternate image, AI, alternating field, field sequential or eclipse method) is a technique of displaying stereoscopic 3D images. It works by only presenting the image intended for the left eye while blocking the right eye's view, then presenting the right-eye image while blocking the left eye, and repeating this so rapidly that the interruptions do not interfere with the perceived fusion of the two images into a single 3D image.
Modern active shutter 3D systems generally use liquid crystal shutter glasses (also called "LC shutter glasses" [1] or "active shutter glasses" [2] ). Each eye's glass contains a liquid crystal layer which has the property of becoming opaque when voltage is applied, being otherwise transparent. The glasses are controlled by a timing signal that allows the glasses to alternately block one eye, and then the other, in synchronization with the refresh rate of the screen. The timing synchronization to the video equipment may be achieved via a wired signal, or wirelessly by either an infrared or radio frequency (e.g. Bluetooth, DLP link) transmitter. Historic systems also used spinning discs, for example the Teleview system.
Active shutter 3D systems are used to present 3D films in some theaters, and they can be used to present 3D images on CRT, plasma, LCD, projectors and other types of video displays.
Although virtually all ordinary unmodified video and computer systems can be used to display 3D by adding a plug-in interface and active shutter glasses, disturbing levels of flicker or ghosting may be apparent with systems or displays not designed for such use. The rate of alternation required to eliminate noticeable flicker depends on image brightness and other factors, but is typically well over 30 image pair cycles per second, the maximum possible with a 60 Hz display. A 120 Hz display, allowing 60 images per second per eye, is widely accepted as flicker-free.
Crosstalk is the leakage of frames between left eye and right eye. [7] LCDs have exhibited this problem more often than plasma and DLP displays, due to slower pixel response time. LCDs that utilize a strobe backlight, [8] such as nVidia's LightBoost, [9] reduce crosstalk. This is done by turning off the backlight between refreshes, while waiting for the shutter glasses to switch eyes, and also for the LCD panel to finish pixel transitions.
The M-3DI Standard was a cross-manufacturer standardization initiative to increase compatibility of LC (Active) Shutter Glasses led by the Panasonic in partnership with XpanD 3D and announced in March 2011. [10] It aimed to increase acceptance of 3D products by consumers by extending the agreement to various manufacturers of 3D TV, computers, notebooks, home projectors, and cinema hardware. [10] As of April 2011, the agreement was joined by Hitachi, Changhong, Funai, Hisense, Mitsubishi Electric, Epson, ViewSonic, and SIM2 Multimedia S.p.A. [10] [11]
In August of the same year, M-3DI was superseded by another agreement, named "Full HD 3D Glasses Initiative", formed between Panasonic, Samsung, Sony, Sharp Corporation, TCL Technology, Toshiba and Philips. [11] The standardization agreement comprised consumer products including televisions, computers and projectors, also based on XpanD 3D's technology. The press release in the announcement said, "Universal glasses with the new IR/RF protocols will be made available in 2012, and are targeted to be backward compatible with 2011 3D active TVs." [12]
Field Sequential has been used in video games, VHS and VHD movies and is often referred to as HQFS for DVDs, these systems use wired or wireless LCS glasses.
The Sensio format was used with DVDs using wireless LCS glasses.
Each different active 3D shutter glasses implementation can operate in their own manufacturer-set frequency to match the refresh rate of the display or projector. Therefore, to achieve compatibility across different brands, certain glasses have been developed to be able to adjust to a broad range of frequencies. [13] [14]
The principle made its public debut remarkably early. In 1922, the Teleview 3-D system was installed in a single theater in New York City. Several short films and one feature-length film were shown by running left-eye and right-eye prints in a pair of interlocked projectors with their shutters operating out of phase. Each seat in the auditorium was equipped with a viewing device containing a rapidly rotating mechanical shutter synchronized with the projector shutters. The system worked, but the expense of the installation and the unwieldiness of the viewers, which had to be supported on adjustable stands, confined its use to this one engagement.
In recent decades, the availability of lightweight optoelectronic shutters has led to an updated revival of this display method. Liquid crystal shutter glasses were first invented by Stephen McAllister of Evans and Sutherland Computer Corporation in the mid-1970s. The prototype had the LCDs mounted to a small cardboard box using duct tape. The glasses were never commercialized due to ghosting, but E&S was a very early adopter of third-party glasses such as the StereoGraphics CrystalEyes in the mid-1980s.
Matsushita Electric (now Panasonic) developed a 3D television that employed active-shutter technology in the late 1970s. They unveiled the television in 1981, while at the same time adapting the technology for use with the first stereoscopic video game, Sega's arcade game SubRoc-3D (1982). [15]
In 1985 3D VHD players became available in Japan from manufacturers such as Victor (JVC), National (Panasonic), and Sharp. Other units were available for field sequential VHS tapes including the Realeyes 3D. A few kits were made available to watch field sequential DVDs. Sensio released their own format which was higher quality than the High Quality Field Sequential (HQFS) DVDs.
The method of alternating frames can be used to render modern 3D games into true 3D, although a similar method involving alternate fields has been used to give a 3D illusion on consoles as old as the Master System and Family Computer. Special software or hardware is used generate two channels of images, offset from each other to create the stereoscopic effect. High frame rates (typically ~100fps) are required to produce seamless graphics, as the perceived frame rate will be half the actual rate (each eye sees only half the total number of frames). Again, LCD shutter glasses synchronized with the graphics chip complete the effect.
In 1982, Sega's arcade video game SubRoc-3D came with a special 3D eyepiece, [16] which was a viewer with spinning discs to alternate left and right images to the player's eye from a single monitor. [17] The game's active shutter 3D system was jointly developed by Sega with Matsushita (now Panasonic). [18]
In 1984, Milton Bradley released the 3D Imager, a primitive form of active shutter glasses that used a motorized rotating disc with transparencies as physical shutters, for the Vectrex. Although bulky and crude, they used the same basic principle of rapidly alternating imagery that modern active shutter glasses still use.
Nintendo released the Famicom 3D System for the Famicom in October 1987 in Japan, which was an LCD shutter headset, the first home video game electronic device to use LCD Active Shutter glasses. Sega released the SegaScope 3-D for the Master System Worldwide in November 1987. Only eight 3D compatible games were ever released.
In 1993 Pioneer released the LaserActive system which had a bay for various "PAC's" such as the Mega LD PAC and LD-ROM² PAC. The unit was 3D capable with the addition of the LaserActive 3D goggles (GOL-1) and the adapter (ADP-1).
While the 3D hardware for these earlier video game systems is almost entirely in the hands of collectors it is still possible to play the games in 3D using emulators, for example using a Sega Dreamcast with a Sega Master System emulator in conjunction with a CRT television and a 3D system like the one found in The Ultimate 3-D Collection.
In 1999–2000, a number of companies created stereoscopic LC shutter glasses kits for the Windows PCs which worked with application and games written for Direct3D and OpenGL 3D graphics APIs. These kits only worked with CRT computer displays and employed either VGA pass-through, VESA Stereo or proprietary interface for left–right synchronization.
The most prominent example was the ELSA Revelator glasses, which worked exclusively in Nvidia cards through a proprietary interface based on VESA Stereo. Nvidia later bought the technology and used it in its stereo driver for Windows.
The glasses kits came with driver software which intercepted API calls and effectively rendering the two views in sequence; this technique required twice the performance from the graphic card, so a high-end device was needed. Visual glitches were common, as many 3D game engines relied on 2D effects which were rendered at the incorrect depth, causing disorientation for the viewer. Very few CRT displays were able to support a 120 Hz refresh rate at common gaming resolutions of the time, so high-end CRT display was required for a flicker-free image; and even with a capable CRT monitor, many users reported flickering and headaches.
These CRT kits were entirely incompatible with common LCD monitors which had low 60 Hz or 75 Hz refresh rates, unlike CRT displays that had a higher refresh rate at lower resolutions. Moreover, the display market swiftly shifted to LCD monitors and most display makers ceased production of CRT monitors in early 2000s, which meant that PC glasses kits shortly fell into disuse and were reduced to a very niche market, requiring a purchase of a used high-end, big diagonal CRT monitor.
SplitFish EyeFX 3D was a stereo 3D shutter glasses kit for the Sony PlayStation 2 released in 2005; it only supported standard-definition CRT TVs. The accessory included a pass-through cable for the PS2 gamepad; when activated, the attached accessory would issue a sequence of rapidly alternating left–right movement commands to the console, producing a kind of "wiggle stereoscopy" effect additionally aided by the wired LC shutter glasses which worked in sync with these movements. [19] The kit arrived too late in the product cycle of the console when it was effectively replaced by the PlayStation 3, and only a few games were supported, so it was largely ignored by gamers. [20]
The USB-based Nvidia 3D Vision kit released in 2008 supports CRT monitors capable of 100, 110, or 120 Hz refresh rates, as well as 120 Hz LCD monitors.
There are many sources of low-cost 3D glasses. IO glasses are the most common glasses in this category. XpanD 3D is a manufacturer of shutter glasses, with over 1000 cinemas currently using XpanD glasses. [21] With the release of this technology to the home-viewer market as of 2009, many other manufacturers are now developing their own LC shutter glasses, such as Unipolar International Limited, Accupix Co., Ltd, Panasonic, Samsung, and Sony.
The M-3DI Standard, announced by Panasonic Corporation together with XPAND 3D in March 2011, aims to provide industry-wide compatibility and standardization of LC (Active) Shutter Glasses.
Samsung has developed active 3D glasses that are 2 ounces (57 g) and utilize lens and frame technology pioneered by Silhouette, who creates glasses for NASA. [22]
Nvidia makes a 3D Vision kit for the PC; it comes with 3D shutter glasses, a transmitter, and special graphics driver software. While regular LCD monitors run at 60 Hz, a 120 Hz monitor is required to use 3D Vision.
Other well known providers of active 3D glasses include EStar America and Optoma. Both companies produce 3D Glasses compatible with a variety of technologies, including RF, DLP Link and Bluetooth.
In 2007, Texas Instruments introduced stereo 3D capable DLP solutions to its OEMs, [23] Samsung and Mitsubishi then introduced the first 3D ready DLP televisions, and DLP 3D projectors came later.
These solutions utilize the inherent speed advantage of the Digital Micro-mirror Device (DMD) to sequentially generate a high refresh rate for the left and right views required for stereoscopic imaging.
DLP 3D technology uses the SmoothPicture wobulation algorithm and relies on the properties of modern 1080p60 DMD imagers. It effectively compacts two L/R views into a single frame by using a checkerboard pattern, only requiring a standard 1080p60 resolution for stereoscopic transmission to the TV. The claimed advantage of this solution is increased spatial resolution, unlike other methods which cut vertical or horizontal resolution in half.
The micromirrors are organized in a so-called "offset-diamond pixel layout" of 960×1080 micromirrors, rotated 45 degrees, with their center points placed in the center of "black" squares on the checkerboard. The DMD employs full-pixel wobulation to display the complete 1080p image as two half-resolution images in a fast sequence. The DMD operates at twice the refresh rate, i.e. 120 Hz, and the complete 1080p picture is displayed in two steps. On the first cadence, only half of the original 1080p60 image is displayed – the pixels that correspond to the "black" squares of the checkerboard pattern. On the second cadence, the DMD array is mechanically shifted ("wobulated") by one pixel, so the micromirrors are now in a position previously occupied by the gaps, and another half of the image is displayed – this time, the pixels that correspond to the "white" squares. [24] [25]
A synchronization signal is then generated to synchronize the screen's refresh with LC shutter glasses worn by the viewer, using Texas Instruments' proprietary mechanism called DLP Link. DLP Link keeps sync by embedding briefly-flashed white frames during the display's blanking interval, which are picked up by the LC shutter glasses. [26]
Plasma display panels are inherently high-speed devices as well, since they use pulse-width modulation to maintain the brightness of individual pixels, making them compatible with sequential method involving shutter glasses. Modern panels feature pixel driving frequency of up to 600 Hz and allow 10-bit to 12-bit color precision with 1024 to 4096 gradations of brightness for each subpixel.
Samsung Electronics launched 3D ready PDP TVs in 2008, a "PAVV Cannes 450" in Korea and PNAx450 in the UK and the US. The sets utilize the same checkerboard pattern compression scheme as their DLP TVs, though only at the native resolution of 1360×768 pixels and not at HDTV standard 720p, making them only usable with a PC.
Matsushita Electric (Panasonic) prototyped the "3D Full-HD Plasma Theater System" on CES 2008. The system is a combination of a 103-inch PDP TV, a Blu-ray Disc player and shutter glasses. The new system transmits 1080i60 interlaced images for both right and left eyes, and the video is stored on 50-gigabyte Blu-ray using the MPEG-4 AVC/H.264 compression Multiview Video Coding extension.
Formerly, LCDs were not very suitable for stereoscopic 3D due to slow pixel response time. Liquid crystal displays have traditionally been slow to change from one polarization state to another. Users of early 1990s laptops are familiar with the smearing and blurring that occurs when something moves too fast for the LCD to keep up.
LCD technology is not usually rated by frames per second but rather the time it takes to transition from one pixel color value to another pixel color value. Normally, a 120 Hz refresh is displayed for a full 1/120 second (8.33 milliseconds) due to sample-and-hold, regardless of how quickly an LCD can complete pixel transitions. Recently, it became possible to hide pixel transitions from being seen, using strobe backlight technology, by turning off the backlight between refreshes, [27] to reduce crosstalk. Newer LCD televisions, including high end Sony and Samsung 3D TVs, now utilize a strobed backlight or scanning backlight to reduce 3D crosstalk during shutter glasses operation.
In vision therapy of amblyopia and of intermittent central suppression, liquid crystal devices have been used for purposes of enhanced occlusion therapy. In this scenario, the amblyopic patient wears electronically programmable liquid crystal glasses or goggles continuously for several hours during regular everyday activities. Wearing the device encourages or forces the patient to use both eyes alternatingly, similar to eye patching, but rapidly alternating in time. The aim is to circumvent the patient's tendency to suppress the field of view of the weaker eye and to train the patient's capacity for binocular vision. The goggles mostly feature a much slower flicker rate than the more well-known active shutter 3D glasses.
A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a visual display, support electronics, power supply, housing, electrical connectors, and external user controls.
A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liquid crystals do not emit light directly but instead use a backlight or reflector to produce images in color or monochrome.
Interlaced video is a technique for doubling the perceived frame rate of a video display without consuming extra bandwidth. The interlaced signal contains two fields of a video frame captured consecutively. This enhances motion perception to the viewer, and reduces flicker by taking advantage of the characteristics of the human visual system.
An LCD projector is a type of video projector for displaying video, images or computer data on a screen or other flat surface. It is a modern equivalent of the slide projector or overhead projector. To display images, LCD projectors typically send light from a metal-halide lamp through a prism or series of dichroic filters that separates light to three polysilicon panels – one each for the red, green and blue components of the video signal. As polarized light passes through the panels, individual pixels can be opened to allow light to pass or closed to block the light. The combination of open and closed pixels can produce a wide range of colors and shades in the projected image.
A video projector is an image projector that receives a video signal and projects the corresponding image onto a projection screen using a lens system. Video projectors use a very bright ultra-high-performance lamp, Xenon arc lamp, metal halide lamp, LED or solid state blue, RB, RGB or fiber-optic lasers to provide the illumination required to project the image. Most modern projectors can correct any curves, blurriness and other inconsistencies through manual settings.
The refresh rate, also known as vertical refresh rate or vertical scan rate in reference to terminology originating with the cathode-ray tubes (CRTs), is the number of times per second that a raster-based display device displays a new image. This is independent from frame rate, which describes how many images are stored or generated every second by the device driving the display. On CRT displays, higher refresh rates produce less flickering, thereby reducing eye strain. In other technologies such as liquid-crystal displays, the refresh rate affects only how often the image can potentially be updated.
Digital light processing (DLP) is a set of chipsets based on optical micro-electro-mechanical technology that uses a digital micromirror device. It was originally developed in 1987 by Larry Hornbeck of Texas Instruments. While the DLP imaging device was invented by Texas Instruments, the first DLP-based projector was introduced by Digital Projection Ltd in 1997. Digital Projection and Texas Instruments were both awarded Emmy Awards in 1998 for the DLP projector technology. DLP is used in a variety of display applications from traditional static displays to interactive displays and also non-traditional embedded applications including medical, security, and industrial uses.
Flicker is a visible change in brightness between cycles displayed on video displays. It applies to the refresh interval on cathode-ray tube (CRT) televisions and computer monitors, as well as plasma computer displays and televisions.
A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.
This is a comparison of various properties of different display technologies.
A polarized 3D system uses polarization glasses to create the illusion of three-dimensional images by restricting the light that reaches each eye.
A CRT projector is a video projector that uses a small, high-brightness cathode ray tube (CRT) as the image generating element. The image is then focused and enlarged onto a screen using a lens kept in front of the CRT face. The first color CRT projectors came out in the early 1950s. Most modern CRT projectors are color and have three separate CRTs, and their own lenses to achieve color images. The red, green and blue portions of the incoming video signal are processed and sent to the respective CRTs whose images are focused by their lenses to achieve the overall picture on the screen. Various designs have made it to production, including the "direct" CRT-lens design, and the Schmidt CRT, which employed a phosphor screen that illuminates a perforated spherical mirror, all within an evacuated cathode ray tube.
Flicker-free is a term given to video displays, primarily cathode ray tubes, operating at a high refresh rate to reduce or eliminate the perception of screen flicker. For televisions, this involves operating at a 100 Hz or 120 Hz hertz field rate to eliminate flicker, compared to standard televisions that operate at 50 Hz or 60 Hz (NTSC), most simply done by displaying each field twice, rather than once. For computer displays, this is usually a refresh rate of 70–90 Hz, sometimes 100 Hz or higher. This should not be confused with motion interpolation, though they may be combined – see implementation, below.
XBR is a line of LCD, OLED, Plasma, Rear Projection, and CRT televisions produced by Sony. According to Sony, XBR is an acronym for eXtended Bit Rate, although there is evidence that it originally stood for "Project X, Black Remote" which was meant to distinguish it from the then-standard line of Sony televisions. The XBR range is typically derived from equipment that has been released in Japan and Europe as mid and high-end models, usually with some small upgrades. For example, in Europe and Japan, the Sony X-Series 1080p TVs had two HDMI inputs, whereas on the American XBR version, there were three. Some XBR televisions may cost up to $25,000 USD.
Large-screen television technology developed rapidly in the late 1990s and 2000s. Prior to the development of thin-screen technologies, rear-projection television was standard for larger displays, and jumbotron, a non-projection video display technology, was used at stadiums and concerts. Various thin-screen technologies are being developed, but only liquid crystal display (LCD), plasma display (PDP) and Digital Light Processing (DLP) have been publicly released. Recent technologies like organic light-emitting diode (OLED) as well as not-yet-released technologies like surface-conduction electron-emitter display (SED) or field-emission display (FED) are in development to supersede earlier flat-screen technologies in picture quality.
Display motion blur, also called HDTV blur and LCD motion blur, refers to several visual artifacts that are frequently found on modern consumer high-definition television sets and flat-panel displays for computers.
TDVision Systems, Inc., was a company that designed products and system architectures for stereoscopic video coding, stereoscopic video games, and head mounted displays. The company was founded by Manuel Gutierrez Novelo and Isidoro Pessah in Mexico in 2001 and moved to the United States in 2004.
Developed by Mitsubitshi Electric Research Laboratories, a privacy-enhanced computer display allows information that must remain private to be viewed on computer displays located in public areas by employing the use of both ferroelectric shutter glasses and a unique device driver.
Nvidia 3D Vision is a discontinued stereoscopic gaming kit from Nvidia which consists of LC shutter glasses and driver software which enables stereoscopic vision for any Direct3D game, with various degrees of compatibility. There have been many examples of shutter glasses. Electrically controlled mechanical shutter glasses date back to the middle of the 20th century. LCD shutter glasses appeared in the 1980s, one example of which is Sega's SegaScope. This was available for Sega's game console, the Master System. The NVIDIA 3D Vision gaming kit introduced in 2008 made this technology available for mainstream consumers and PC gamers.
A stereoscopic video game is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of depth only by monocular cues but lack binocular depth information.