![]() ![]() So, by carefully crafting the distances between copies of dots in a SIRDS, the depth information of any 3D scene can be encoded into an image. Lastly, the colour value for the SIRDS pixel is set to the colour in the SIRDS x pixels to its left. From this depth value, the ideal horizontal pixel offset x between dot copies on the image plane is calculated using basic geometry. First, the depth for a specific pixel is looked up from the original depth image. The rest of the SIRDS is then filled in pixel by pixel from left to right. To begin the construction of a SIRDS, the original pattern is first copied once to the left side of the result. As you can see in the car example, these points of conversion neatly match the depth contours of the selected horizontal line in the greyscale depth image of the car.Įvery red line in this SIRDS (bottom half of the image) marks the boundary between copies of the original pattern of four coloured lines. ![]() The exact distance between these copies determines the depth at which you must converge your eyes to get the illusion of a coherent point in 3D. Now both eyes will observe slightly different copies of the same pattern and our brains will interpret the differences between these copies as depth cues, just like when seeing real 3D objects. Red with red (see the top half of the image), green with green, etc. Instead of focusing (or, more correctly, converging your eyes) on the image plane, you look past it just deep enough to overlap the coloured vertical lines in neighbouring copies. The top of image the shows how you would look at a line from the SIRDS somewhere halfway down, when staring through the image. Note the correlation between the depth image of the car and the SIRDS. The resulting SIRDS is overlaid here on top of the depth image. This pattern is repeatedly copied and distorted to the right. Instead of random dots, the SIRDS’ pattern contains exactly four differently coloured vertical lines. The SIRDS in the image on the right is based on the rendered depth image of the 3D car (in white and gray, bottom). A SIRDS of a car, explaining the principle
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