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.
We have developed an experimental stereoscopic display system for personal computers that utilizes a lenticular array and a high-resolution color liquid crystal display panel. This article discusses the principles of stereopsis used in the system, describes the system's mechanism and features, and evaluates the performance of its graphics system. We also developed a color image quantization algorithm specifically for this display device. In addition, we proposed a technique for interactive 3D manipulation of objects, which uses two trackballs to allow movement and rotation through six degrees of freedom.
Bit-mapped drawings are normally created by using the so-called "Paint Editor" through the provided
image primitives. A set of operation tools are also available for interactive manipulation of primitive
objects. Window-based operating environments, such as the IBM OS/2 Presentation Manager,1M provide
an Application Programming Interface to send messages to modules that actually carry out bitmap generation.
We observed that this message-driven architecture can facilitate the "capture and reapplication of
user operations" for application programs. Therefore, it is possible to create a set of bit-mapped drawings
that conform to certain properties through the same sequence of operations.
Two applications are described in this paper. The first is the creation of fonts with a consistent typeface.
The sequence of operations used in designing the typeface is automatically recorded. The user can then
generate bitmaps of other characters with the same typeface by repeating the same sequence of operations.
The second application is the generation of shadows of 3D objects. If a profile of an object is given, the
shadow can be synthesized by bitmap manipulation primitives. When the same sequence of primitives is
applied to different objects, shadows can be generated correctly.
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