Surface 3D Demo Part 1

1 Aug 2010 19:19
Last Modified
13 Jan 2013 18:22

I've always been fascinated by stereoscopic images and their ability to convey depth from just two dimensions, and I was interested to explore their effectiveness in implementing a Surface application for 3D visualisation.

As a multiuser and multidiretional platform, Microsoft Surface is ideal for viewing 2D content. Since stereoscropic images can viewed1 from angles orthogonal to an axis designed to align with the plane of the viewer's eyes, they enable depth perception from two opposing viewing positions on either side of a Surface device.

The first step was to generate a stereoscopic image from a depth-map by implementing a pixel shader to render an autostereogram. My initial algorithm was very basic, and produced images as per the example shown below in Figure 1.

Initial rendering

Figure 1. Initial autostereogram rendering from depth map.

The initial shader takes the following parameters:

1In order to perceive a 3D image the viewer must decouple convergence and focusing of their eyes. In order to aid convergence, a disc and ring have been placed at the correct separation. Looking "through" the image results in four shapes (a disc and ring from each eye). The eyes are correctly converged when the two centre shapes "overlap" to give a disc within a ring. At this point the eyes must be refocussed without changing their convergence. Bright light can help, since a contracted iris gives a decreased depth of field.


5 Aug 2010 10:59
I can see the ring :)
7 Aug 2010 11:06
Excellent! Glad it's not just me :)
8 Sep 2017 21:06
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