Real-time interactive 3D computer stereography for recreational applications
Atsushi Miyazawa, Motonaga Ishii, Kazunori Okuzawa, Ryuuichi Sakamoto · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE · 2008
With the increasing calculation costs of 3D computer stereography, low-cost, high-speed implementation of the latter requires effective distribution of computing resources. In this paper, we attempt to re-classify 3D display technologies on the basis of humans' 3D perception, in order to determine what level of presence or reality is required in recreational video game systems. We then discuss the design and implementation of stereography systems in two categories of the new classification.