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240 10. Stereopsis
riencing positive, negative or zero parallax. As the value of t approaches d,
the viewer can start to feel uncomfortable. As it exceeds d, divergent parallax
is being simulated, and the natural viewing perception is lost. For example,
sitting in front of a workstation where the average viewing distance is about
18 in., a good and comfortable stereoscopic effect can be obtained with a
parallax separation of about
1
2
in., equivalent to an angular parallax of 3
◦
.
When rendering images with the intention of providing a parallax sep-
aration of
1
2
in. on a typical monitor, it is necessary to determine the sepa-
ration between the cameras viewing the virtual scene. This is explained in
Section 10.1.1. When setting up the camera geometry, it is also advisable to
consider a few simple rules of thumb that can be used to enhance the per-
ceived stereoscopic effect:
• Try to keep the whole object within the viewing window, since partially
clipped objects look out of place and spoil the stereoscopic illusion.
• Render the objects against a dark background, especially where you
want negative parallax.
• Monocular cues enhance the stereoscopic effects, so try to maximize
these by using/simulating wide-angle lenses, which in essence open up
the scene to enable these comparisons to be made.
• The goal when creating a stereoscopic effect is to achieve the sensation
of depth perception with the lo west value of parallax. Often, the most
pleasing result is obtained by placing the center of the object at the
plane of the screen.
In practice, to get the best stereo results when viewing the rendered im-
ages, you should use as big a monitor as possible or stand as far away as possi-
ble by using a projection system coupled with a large-screen display. This has
the added benefit of allowing larger parallax values to be used when rendering
the images.
10.1.1 A Stereo Camera Model
Since parallax effects play such a crucial role in determining the experience
one gets from stereopsis, it seems intuitive that it should be adjustable in some
way at the geometric stages of the rendering algorithm (in CAD, animation
or VR software). That is, it has an effect in determining how to position the
two cameras used to render the scene. Since the required parallax concerns