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	<title>Comments on: Hubble is a cyclops</title>
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	<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/</link>
	<description>Random samplings from a universe of ideas.</description>
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		<title>By: G Driver</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-119654</link>
		<dc:creator>G Driver</dc:creator>
		<pubDate>Fri, 30 Apr 2010 21:28:55 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-119654</guid>
		<description>One image I would like to see is Earth, with possibly the Moon, against a background of stars and galaxies.</description>
		<content:encoded><![CDATA[<p>One image I would like to see is Earth, with possibly the Moon, against a background of stars and galaxies.</p>
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		<title>By: Brian Too</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-119379</link>
		<dc:creator>Brian Too</dc:creator>
		<pubDate>Mon, 26 Apr 2010 07:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-119379</guid>
		<description>Perhaps stretching the topic a little far here, but I just read an interesting article discussing the emerging consumer level technologies supporting 3D in computers.

They made the interesting point that many (most?) computer games are already fully 3D internally and have to add logic to provide a point of view, then project this point of view on a (typically) 2D computer screen.  The games have to subtract out the third dimension in order to support the display technology that&#039;s available.

As a result it was possible to achieve 3D viewing on many such games even when such capability was entirely unofficial and unsupported by the vendor!

I didn&#039;t really get how they reverse-engineered the games to do this, though.</description>
		<content:encoded><![CDATA[<p>Perhaps stretching the topic a little far here, but I just read an interesting article discussing the emerging consumer level technologies supporting 3D in computers.</p>
<p>They made the interesting point that many (most?) computer games are already fully 3D internally and have to add logic to provide a point of view, then project this point of view on a (typically) 2D computer screen.  The games have to subtract out the third dimension in order to support the display technology that&#8217;s available.</p>
<p>As a result it was possible to achieve 3D viewing on many such games even when such capability was entirely unofficial and unsupported by the vendor!</p>
<p>I didn&#8217;t really get how they reverse-engineered the games to do this, though.</p>
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		<title>By: Rick Shafer</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-119064</link>
		<dc:creator>Rick Shafer</dc:creator>
		<pubDate>Sun, 18 Apr 2010 15:52:47 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-119064</guid>
		<description>If you&#039;re going to pick nits, Hubble wasn&#039;t launched with much in the way of `film&#039;.  All digital detectors, thank you.</description>
		<content:encoded><![CDATA[<p>If you&#8217;re going to pick nits, Hubble wasn&#8217;t launched with much in the way of `film&#8217;.  All digital detectors, thank you.</p>
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		<title>By: Rohan Mehra</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-119051</link>
		<dc:creator>Rohan Mehra</dc:creator>
		<pubDate>Sat, 17 Apr 2010 19:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-119051</guid>
		<description>I just got back from seeing Hubble 3D at the Science Museum in London.
Their cinema uses circular polarized glasses, tilting your head maintains the illusion and putting them on upside down reverses the depth which is realllly weird.
They claim the imagery is accurate and based on real measurements.
Whatever the case, it&#039;s stunning, I recommend for all, even people who are likely to spot if a star is 10nm too blue or 5pa too close to some other star...</description>
		<content:encoded><![CDATA[<p>I just got back from seeing Hubble 3D at the Science Museum in London.<br />
Their cinema uses circular polarized glasses, tilting your head maintains the illusion and putting them on upside down reverses the depth which is realllly weird.<br />
They claim the imagery is accurate and based on real measurements.<br />
Whatever the case, it&#8217;s stunning, I recommend for all, even people who are likely to spot if a star is 10nm too blue or 5pa too close to some other star&#8230;</p>
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		<title>By: spyder</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-119017</link>
		<dc:creator>spyder</dc:creator>
		<pubDate>Sat, 17 Apr 2010 01:41:06 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-119017</guid>
		<description>Hubble is a cyclops, and takes very long looks at the past.</description>
		<content:encoded><![CDATA[<p>Hubble is a cyclops, and takes very long looks at the past.</p>
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		<title>By: Hubbleuser</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118966</link>
		<dc:creator>Hubbleuser</dc:creator>
		<pubDate>Thu, 15 Apr 2010 18:15:35 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118966</guid>
		<description>&#039;The way we figure out distance in Hubble images is by using color information (and, in particular, the spectra) to discern recession velocity (redshift), and thereby distance (using Hubble’s law).&quot;

Talk about one-eyed cosmologists! Hubble spends much of its time looking at things other than very distant galaxies. And  the Hubble Law is hardly the appropriate way to figure out the distances in these cases.</description>
		<content:encoded><![CDATA[<p>&#8216;The way we figure out distance in Hubble images is by using color information (and, in particular, the spectra) to discern recession velocity (redshift), and thereby distance (using Hubble’s law).&#8221;</p>
<p>Talk about one-eyed cosmologists! Hubble spends much of its time looking at things other than very distant galaxies. And  the Hubble Law is hardly the appropriate way to figure out the distances in these cases.</p>
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		<title>By: Phillip Helbig</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118964</link>
		<dc:creator>Phillip Helbig</dc:creator>
		<pubDate>Thu, 15 Apr 2010 16:40:45 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118964</guid>
		<description>Would that be your prior assumption?</description>
		<content:encoded><![CDATA[<p>Would that be your prior assumption?</p>
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		<title>By: Sean</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118950</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Thu, 15 Apr 2010 15:02:29 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118950</guid>
		<description>For some reason, the link to Ted&#039;s blog was alarming our spam filter.  Maybe it has something against Bayesians?</description>
		<content:encoded><![CDATA[<p>For some reason, the link to Ted&#8217;s blog was alarming our spam filter.  Maybe it has something against Bayesians?</p>
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		<title>By: Phillip Helbig</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118948</link>
		<dc:creator>Phillip Helbig</dc:creator>
		<pubDate>Thu, 15 Apr 2010 14:46:09 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118948</guid>
		<description>What&#039;s the deal?  Why can&#039;t I post the URL to Ted&#039;s blog?</description>
		<content:encoded><![CDATA[<p>What&#8217;s the deal?  Why can&#8217;t I post the URL to Ted&#8217;s blog?</p>
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		<title>By: Phillip Helbig</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118943</link>
		<dc:creator>Phillip Helbig</dc:creator>
		<pubDate>Thu, 15 Apr 2010 14:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118943</guid>
		<description>See the discussion of various 3-D techniques at

http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/</description>
		<content:encoded><![CDATA[<p>See the discussion of various 3-D techniques at</p>
<p><a href="http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/" rel="nofollow">http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/</a></p>
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		<title>By: Kaleberg</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118909</link>
		<dc:creator>Kaleberg</dc:creator>
		<pubDate>Thu, 15 Apr 2010 01:09:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118909</guid>
		<description>The first space stereogram dates from 1858. It consists of two images of the moon and takes advantage of the moon&#039;s libration, the wobble in its point closest to the earth. Thanks to libration, we can see more than 50% of the &quot;light side of the moon&quot;. It also means we can make a stereogram and see the moon in 3D as if we were looking through a giant&#039;s eyes. (I think the reference is to De La Rue.)

We can definitely do 3D iMax astronomy. We just need to the eyes of giants. We could use the parallax from images six months apart, though a 3 1/4 light year distance yields only a second of an arc difference. More interesting would be to synthesize our own giants using data from Hipparchos or red and blue shifts to provide a 3D sense of nearby stars and other objects.

When 3D fails, iMax can always exploit visual dominance. Look at the opening to the original Star Wars. That was almost 3D in its own right. Clever composition can give a great sense of distance, proportion and distance. Combine that with some actual 3D iMax footage of a shuttle repair mission, and I&#039;ll bet we&#039;ll have a hit on our hands.</description>
		<content:encoded><![CDATA[<p>The first space stereogram dates from 1858. It consists of two images of the moon and takes advantage of the moon&#8217;s libration, the wobble in its point closest to the earth. Thanks to libration, we can see more than 50% of the &#8220;light side of the moon&#8221;. It also means we can make a stereogram and see the moon in 3D as if we were looking through a giant&#8217;s eyes. (I think the reference is to De La Rue.)</p>
<p>We can definitely do 3D iMax astronomy. We just need to the eyes of giants. We could use the parallax from images six months apart, though a 3 1/4 light year distance yields only a second of an arc difference. More interesting would be to synthesize our own giants using data from Hipparchos or red and blue shifts to provide a 3D sense of nearby stars and other objects.</p>
<p>When 3D fails, iMax can always exploit visual dominance. Look at the opening to the original Star Wars. That was almost 3D in its own right. Clever composition can give a great sense of distance, proportion and distance. Combine that with some actual 3D iMax footage of a shuttle repair mission, and I&#8217;ll bet we&#8217;ll have a hit on our hands.</p>
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		<title>By: Toiski</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118890</link>
		<dc:creator>Toiski</dc:creator>
		<pubDate>Wed, 14 Apr 2010 20:06:37 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118890</guid>
		<description>Imax 3D uses LCD shutter glasses in some theaters (http://en.wikipedia.org/wiki/IMAX#IMAX_3D). The other method is linear polarization, as Walter and beanfeast said.</description>
		<content:encoded><![CDATA[<p>Imax 3D uses LCD shutter glasses in some theaters (<a href="http://en.wikipedia.org/wiki/IMAX#IMAX_3D" rel="nofollow">http://en.wikipedia.org/wiki/IMAX#IMAX_3D</a>). The other method is linear polarization, as Walter and beanfeast said.</p>
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		<title>By: ian</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118889</link>
		<dc:creator>ian</dc:creator>
		<pubDate>Wed, 14 Apr 2010 18:40:05 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118889</guid>
		<description>I think the NY Times title is ok, the key point is the comma. Hubble sees in 2d, but we see in 3d. Therefore if we look at what Hubble sees, we see the 2d images using our 3d vision. If I&#039;m looking at a 2d image on a piece of paper or tv screen, I&#039;m still seeing it in 3d. It&#039;s just that I&#039;m seeing a 2d image embedded in 3d space. 

I&#039;d like to see Hubble pictures in imax. They could use some lasers and stuff though.</description>
		<content:encoded><![CDATA[<p>I think the NY Times title is ok, the key point is the comma. Hubble sees in 2d, but we see in 3d. Therefore if we look at what Hubble sees, we see the 2d images using our 3d vision. If I&#8217;m looking at a 2d image on a piece of paper or tv screen, I&#8217;m still seeing it in 3d. It&#8217;s just that I&#8217;m seeing a 2d image embedded in 3d space. </p>
<p>I&#8217;d like to see Hubble pictures in imax. They could use some lasers and stuff though.</p>
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		<title>By: Low Math, Meekly Interacting</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118888</link>
		<dc:creator>Low Math, Meekly Interacting</dc:creator>
		<pubDate>Wed, 14 Apr 2010 18:09:27 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118888</guid>
		<description>Ditto to what Trevor said.  Stereopsis does play a significant role in depth perception, but it&#039;s just one of many means the brain uses to perceive depth.  For distant object&#039;s, especially if they are moving, it plays almost no role at all, and motion can provide plenty of parallax information to the one-eyed, too, at any distance.  If Hubble takes a picture of Saturn, my brain &quot;knows&quot; its an oblate spheroid surrounded by concentric rings.  Probably the billows and voids of a nebula provide some sense of what&#039;s closer and further from the foreground.  While it&#039;s gimmicky and not entirely honest, I don&#039;t think it need be terribly deceptive to extrapolate depth from the same sorts of cues our brain uses to &quot;see&quot; depth in 2D photographs, and synthesize anaglyphs accordingly.  So long as there&#039;s disclosure about the manipulations, and effort made to respect real spatial relationships (to the best of our ability to measure them, anyway) in the synthetic 3D images, seems to me like a valuable way to help people visualize celestial objects in their true glory.</description>
		<content:encoded><![CDATA[<p>Ditto to what Trevor said.  Stereopsis does play a significant role in depth perception, but it&#8217;s just one of many means the brain uses to perceive depth.  For distant object&#8217;s, especially if they are moving, it plays almost no role at all, and motion can provide plenty of parallax information to the one-eyed, too, at any distance.  If Hubble takes a picture of Saturn, my brain &#8220;knows&#8221; its an oblate spheroid surrounded by concentric rings.  Probably the billows and voids of a nebula provide some sense of what&#8217;s closer and further from the foreground.  While it&#8217;s gimmicky and not entirely honest, I don&#8217;t think it need be terribly deceptive to extrapolate depth from the same sorts of cues our brain uses to &#8220;see&#8221; depth in 2D photographs, and synthesize anaglyphs accordingly.  So long as there&#8217;s disclosure about the manipulations, and effort made to respect real spatial relationships (to the best of our ability to measure them, anyway) in the synthetic 3D images, seems to me like a valuable way to help people visualize celestial objects in their true glory.</p>
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		<title>By: Trevor</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118877</link>
		<dc:creator>Trevor</dc:creator>
		<pubDate>Wed, 14 Apr 2010 15:03:36 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118877</guid>
		<description>right on James: &quot;Seeing What the Hubble Sees, in a Movie Theatre&quot;</description>
		<content:encoded><![CDATA[<p>right on James: &#8220;Seeing What the Hubble Sees, in a Movie Theatre&#8221;</p>
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		<title>By: Trevor</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118871</link>
		<dc:creator>Trevor</dc:creator>
		<pubDate>Wed, 14 Apr 2010 14:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118871</guid>
		<description>dk hits a very important point. binocular vision isn&#039;t even the most dominant component to depth. it works, yes, and so 3d technology makes use of it, but your brain is much more sophisticated at making assumptions about how the world is constructed, such that walking around with one eye closed is not a problem at all, and you could still easily avoid a rock thrown at you with one eye closed. it&#039;s easy to undermine this processing -- just look at some escher prints! but in the real world it works much better than relying on binocular cues.

nowadays it&#039;s pretty straightforward to emulate the procedure the brain uses and figure out which things are in front of what other things in a 2d image, and bring Hubble images of the Orion Nebula to 3d life in a spectacular way (it really was amazing). Indeed 3d tv&#039;s on the very near horizon will be able to do this in real time to 2d pictures.

saying your brain simply differences the two eyes&#039; images to determine depth is totally oversimplified, to the point of being wrong, as dk&#039;s simple experiment shows. clearly the article was written by a theorist! :-)</description>
		<content:encoded><![CDATA[<p>dk hits a very important point. binocular vision isn&#8217;t even the most dominant component to depth. it works, yes, and so 3d technology makes use of it, but your brain is much more sophisticated at making assumptions about how the world is constructed, such that walking around with one eye closed is not a problem at all, and you could still easily avoid a rock thrown at you with one eye closed. it&#8217;s easy to undermine this processing &#8212; just look at some escher prints! but in the real world it works much better than relying on binocular cues.</p>
<p>nowadays it&#8217;s pretty straightforward to emulate the procedure the brain uses and figure out which things are in front of what other things in a 2d image, and bring Hubble images of the Orion Nebula to 3d life in a spectacular way (it really was amazing). Indeed 3d tv&#8217;s on the very near horizon will be able to do this in real time to 2d pictures.</p>
<p>saying your brain simply differences the two eyes&#8217; images to determine depth is totally oversimplified, to the point of being wrong, as dk&#8217;s simple experiment shows. clearly the article was written by a theorist! <img src='http://blogs.discovermagazine.com/cosmicvariance/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: Anne</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118870</link>
		<dc:creator>Anne</dc:creator>
		<pubDate>Wed, 14 Apr 2010 14:03:11 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118870</guid>
		<description>Just to be picky, the Hubble space telescope can actually see in 3D using, effectively, stereo vision: parallax measurements take almost the same image six months apart, and for close enough objects, they see exactly the same parallax shifts the human eye uses to see depth. Effectively, since the scene does not change, the Hubble is acting as two eyes separated by two AU.

That said, I don&#039;t think there&#039;s any single object that shows any appreciable depth in parallax; while it would let you see the differences in distance between (nearby) stars, it&#039;s not going to let you see any depth in something like the Orion nebula. And in fact, I&#039;m not sure that there are two stars that show appreciable parallax in the same Hubble field-of-view.</description>
		<content:encoded><![CDATA[<p>Just to be picky, the Hubble space telescope can actually see in 3D using, effectively, stereo vision: parallax measurements take almost the same image six months apart, and for close enough objects, they see exactly the same parallax shifts the human eye uses to see depth. Effectively, since the scene does not change, the Hubble is acting as two eyes separated by two AU.</p>
<p>That said, I don&#8217;t think there&#8217;s any single object that shows any appreciable depth in parallax; while it would let you see the differences in distance between (nearby) stars, it&#8217;s not going to let you see any depth in something like the Orion nebula. And in fact, I&#8217;m not sure that there are two stars that show appreciable parallax in the same Hubble field-of-view.</p>
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		<title>By: James</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118868</link>
		<dc:creator>James</dc:creator>
		<pubDate>Wed, 14 Apr 2010 13:01:44 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118868</guid>
		<description>I mean, come on. Also -- in addition to that salient point -- I think the comma in the headline itself makes your insight less needed. The second clause is descriptive of the way that the viewer will be seeing it, not the way Hubble sees it. The headline isn&#039;t &quot;Seeing what Hubble sees in 3D, in 3D.&quot;</description>
		<content:encoded><![CDATA[<p>I mean, come on. Also &#8212; in addition to that salient point &#8212; I think the comma in the headline itself makes your insight less needed. The second clause is descriptive of the way that the viewer will be seeing it, not the way Hubble sees it. The headline isn&#8217;t &#8220;Seeing what Hubble sees in 3D, in 3D.&#8221;</p>
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		<title>By: Phillip Helbig</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118867</link>
		<dc:creator>Phillip Helbig</dc:creator>
		<pubDate>Wed, 14 Apr 2010 12:45:56 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118867</guid>
		<description>&quot;Not all depth cues are binocular. Close an eye, does your perception flatten?&quot;

True, but 3-D films use only the binocular clue.  You can&#039;t choose which depth to focus on, you can&#039;t move your head to look around something etc.

There was some discussion at Ted Bunn&#039;s blog on 3-D technologies.  Here is something from a reply by me there:

n the latest Physik Journal (magazine of the German Physical Society), there was a two-page article on 3-D techniques. You mentioned three: colour, linear polarisation and the quarter-wave-plate model (your hypothesis was correct; that’s how it works). The last is definitely the best of these three, but shares this problem with linear polarisation: the reflected image has to be polarised, so the screen has to be mirror-like, not just a white screen.

There are two other techniques. One projects frames at twice the normal rate, altenately for each eye, and the glasses contain infrared-controlled LCD shutters which alternate at the appropriate rate. Probably the best system, but the glasses are more expensive.

Another one is quite interesting: for one eye, use three primary colours, and for the other eye, use three OTHER primary colours. The filter for each eye only lets through the primary colours intended for that eye. (For a given perceived colour, there are many ways of mixing it out of narrow-band “primary” colours”.

See also more discussion in another thread there:

http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/</description>
		<content:encoded><![CDATA[<p>&#8220;Not all depth cues are binocular. Close an eye, does your perception flatten?&#8221;</p>
<p>True, but 3-D films use only the binocular clue.  You can&#8217;t choose which depth to focus on, you can&#8217;t move your head to look around something etc.</p>
<p>There was some discussion at Ted Bunn&#8217;s blog on 3-D technologies.  Here is something from a reply by me there:</p>
<p>n the latest Physik Journal (magazine of the German Physical Society), there was a two-page article on 3-D techniques. You mentioned three: colour, linear polarisation and the quarter-wave-plate model (your hypothesis was correct; that’s how it works). The last is definitely the best of these three, but shares this problem with linear polarisation: the reflected image has to be polarised, so the screen has to be mirror-like, not just a white screen.</p>
<p>There are two other techniques. One projects frames at twice the normal rate, altenately for each eye, and the glasses contain infrared-controlled LCD shutters which alternate at the appropriate rate. Probably the best system, but the glasses are more expensive.</p>
<p>Another one is quite interesting: for one eye, use three primary colours, and for the other eye, use three OTHER primary colours. The filter for each eye only lets through the primary colours intended for that eye. (For a given perceived colour, there are many ways of mixing it out of narrow-band “primary” colours”.</p>
<p>See also more discussion in another thread there:</p>
<p><a href="http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/" rel="nofollow">http://blog.richmond.edu/physicsbunn/2010/01/20/how-3d-movies-really-work/</a></p>
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		<title>By: dk</title>
		<link>http://blogs.discovermagazine.com/cosmicvariance/2010/04/13/hubble-is-a-cyclops/comment-page-1/#comment-118863</link>
		<dc:creator>dk</dc:creator>
		<pubDate>Wed, 14 Apr 2010 11:46:19 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.discovermagazine.com/cosmicvariance/?p=4574#comment-118863</guid>
		<description>Not all depth cues are binocular. Close an eye, does your perception flatten?</description>
		<content:encoded><![CDATA[<p>Not all depth cues are binocular. Close an eye, does your perception flatten?</p>
]]></content:encoded>
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