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Watch Online Presentations From the SD&A 3D Technology Conference

April 18th, 2012 · 4 Comments · Stereo 3D Events

Many of the presentations shown during the Stereoscopic Displays and Applications 2012 (SD&A) conference are now available online for free viewing on the conference’s website for anyone interested. So if you did not manage to visit the conference, or if you went there, but could not get to attend all presentations that you might’ve been interested in or just to get a reminder of what you’ve already seen, now is your chance to get to watch them. The 23rd annual Stereoscopic Displays and Applications (SD&A) conference was held 23-25 January 2012 at the Hyatt Regency San Francisco Airport Hotel. The SD&A conference is held annually as part of the Electronic Imaging Symposium organized by IS&T and SPIE, the 24th annual SD&A conference will be held February 2013 at the Hyatt Regency San Francisco Airport Hotel.

Presentations available online for free viewing include:

– Ian Bickerstaff, Sony – Case study: stereoscopic games on the Sony PlayStation 3 (video in full-HD 3D)
– Pete Bradshaw and Debargha Mukherjee, Google – The past, present, and future of YouTube3D (Keynote presentation)
– Masayuki Kozuka, Panasonic – Panasonic’s stereoscopic 3D technologies (Keynote presentation)
– Lenny Lipton – Polarizing aperture stereoscopic cinema camera
– David Forsyth, UI Urbana-Champaign – More words and bigger pictures (Plenary presentation)
– Saori Aida, Tokyo Univ. – Perceived depth of multi parallel, overlapping, transparent, stereoscopic surfaces
– Sam Bae, NASA/JPL – Dual-pupil 3D imaging system
– Roland Blach, Fraunhofer-Institut – Crosstalk and brightness in multi-view systems
– Melissa Burton, Iowa State Univ. – Diagnosing perceptual distortion
– Christel Chamaret, Technicolor S.A. – Video retargeting for stereoscopic content
– Frederic Devernay, INRIA – Focus mis-match detection
– Piotr Didyk, Max-Planck-Institut – Apparent stereo: the Cornsweet illusion
– Didier Doyen, Technicolor – 3D cinema to 3DTV content adaptation
– Hironobu Gotoda, National Institute of Informatics – Implementation of an autostereoscopic display
– Andrew Hogue, Univ. Ontario – Stereoscopic 3D video games
– Helmut Jorke, Infitec – New high-brightness interference filter developments
– David Kane, UC Berkeley – Visual discomfort with stereo 3D displays
– Darya Khaustova, Technicolor S.A. – Method and simulation to study 3D crosstalk perception
– Joohwan Kim, UC Berkeley – Visual discomfort of vergence-accommodation conflicts
– Michael Kleiber, Fraunhofer FKIE – Stereoscopic desktop VR system for tele-maintenance
– Janusz Konrad, Boston Univ. – 2D-to-3D image conversion
– Mikko Laakso, RAY – Stereoscopic display in a slot machine
– Douglas Lanman, MIT – Beyond parallax barriers
– Achim Pross, Fraunhofer-Institut – Optimization of a multi-view system
– Vikas Ramachandra, Qualcomm – Unassisted 3D camera calibration
– Jonas Schild, Univ. Duisburg-Essen – YouDash3D: exploring stereoscopic 3D gaming
– Sergey Shestak, Samsung – How much crosstalk can be allowed
– Sylvain Tourancheau, Mid Sweden Univ. – Reproducibility of crosstalk measurements
– Christopher Tyler, Smith-Kettlewell Institute – Measuring 3D discomfort
– Cyril Vienne, Technicolor – Visual fatigue versus eye-movements
– Albert Wang, Cornell Univ. – Angle-sensitive pixels: a new paradigm
– Simon Watt, Bangor Univ. – Real-world stereoscopic performance
– Laurie Wilcox, York Univ. – Crosstalk reduces the amount of depth
– Andrew Woods, Curtin Univ. – Investigating IR-controlled active shutter glasses
– Buyue Zhang, Texas Instruments – Auto convergence for stereoscopic 3D mobile cameras
– Ray Zone, The 3-D Zone – Thinking in Z-space

There are a lot of stereo 3D topics covered in the conference, so you are very likely to find at least a few that might be of interest for you personally, it doesn’t matter if you are a stereo 3D gamer, 3D videographer, work with 3D hardware or just interested in expanding your knowledge about stereoscopic 3D technology. For example the embedded video above is for the “Stereoscopic 3D video games and their effects on engagement” presentation by Andrew Hogue from the University of Ontario Institute Of Technology.

For the full program of the conference and to watch the presentations online…

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4 responses so far ↓

  • 1 Jason // Apr 19, 2012 at 04:19

    Thanx !

    This one is interesting…

    Buyue Zhang, Texas Instruments – Auto convergence for stereoscopic 3D mobile cameras

    I want Auto-convergence in 3D Vision…I think it would be awesome.

  • 2 artox // Apr 19, 2012 at 13:56

    Interesting presentation, but I definitely agree that there are no optimal conditions, each person has their own understanding of how much depth is enough and would prefer positive/negative or zero parallax on a per game basis. Therefore I think that they should have explained the principle of setting s-3d to each participant and let them find their best settings, also noting down the proffered settings in the test group. They should also test a game, specifically designed for s-3d, such as Trine 2, which opposed to Trine 1, delivers a much more engaging experience precisely because it was tuned for s-3d earlier in the development process. I agree completely about the hud, and the modification via the Helix tool is proof enough, that an integrated hud (positive, or negative parallax) is much more effective and less intrusive than a zero parallax one.

  • 3 refractionindex // May 7, 2012 at 23:49

    Obviously 3D bring a better experience to the game/virtual world.

    Maybe would be good to eliminate crosstalk/ghosting firstly, yes I got cross-talk in every 3d cinema on my city (projected circular polarity only works good in the seats near the projector), If there is crosstalk, the 3D experience becomes useless and I am not mentioning earlier TVs and current monitors. That is a negative point that makes the technology not pleasurable for everyone.

    Another problem is ideal convergence, that with screen displays (TV, cinema) is similar to every one but depends on the size of the screen! The only difference between people is eye distance, witch is almost equal in everyone. The images must be made (convergence) paying attention to screen size so that the adjustments depending on screen size that are not being made today (are they?) do not cut the image too much. Maybe a real world 3D film should be shot with 4 cameras for TVs and cinema.
    Of course, in games, the user can always change their preferences.

    I do not understand why does not exist commercially full HD head mount stereo displays, it eliminates the ghosting problems and convergence problems (with a parallel camera setup it would work fine) and the experience would be awesome, like standing inside of the game.
    This product will certainly be a best seller.

  • 4 Peter Jones // May 17, 2012 at 18:24

    This is indeed a very interesting read. I also agree with ‘artox’ in saying that there is no optimal conditions and each one has their own understanding.

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