Abstract
Optimizing performance of autostereoscopic lenticular
displays can be achieved by altering specific interdependent design parameters,
e.g., width and number of views, screen disparity and lenticular slant, resulting
in different crosstalk distributions and amounts of banding and consequently,
different percepts. To allow the evaluation of an autostereoscopic lenticular
display, before a costly physical sample is produced, an emulator was build.
This emulator consisted of a goggle-based striped polarized display,
a camera-based head tracker and software for generating L/R stereo pairs in
real-time as a function of head-location. This paper addresses the development
of the emulator, its validation with respect to an existing physical prototype,
and the perceptual evaluation of three emulated fundamental design extremes:
1) a 9-view low-cross-talk system; 2) a 9-view intermediate crosstalk system;
and 3) a 17-view high crosstalk system.Description: To demonstrate the performance
of the emulator, a video was captured while moving a camera through the 15
views of both the emulator and the Quad Full HD autostereoscopic lenticular
display. The camera was translated parallel to the display plane with the
optical axis of the lens orthogonal to the display plane. The resulting video
clips clearly show that position-dependent cross-talk introduced by differences
in the sub-pixel visibility and visible as depth-dependent blur was adequately
modeled as well as the perceptual effect of cone transitions.
© 2012 IEEE
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