i
i
i
i
i
i
i
i
254 10. Stereopsis
ing performance with no perceptible unwanted light leakage. Cheaper
systems still do a good job, but they may not go completely opaque.
Cheaper eyewear may not give 100% transmissivity when fully open,
and this can make the projected output look less bright.
2. Slow switching, where the opaque/clear transition may overshoot, al-
lowing some leakage from one eye’s image to the other. This should
not be a big problem, since LCD technology can now respond at rates
up to 75 Hz, which is quite acceptable for each eye.
3. CRT phosphor afterglow, which applies to screens and CRT projectors,
as well as most TVs. The light from CRTs is emitted by a phosphor
coating on the front of the CRT after it has been excited by the passing
electron beam. The light emission does not stop as soon as the electron
beam passes that spot on the screen; it decays over a short time interval.
Thus, if the eyewear switches faster than the phosphor light decays, a
little crosstalk will be evident.
In passive systems, the quality of the polarizing filters in the glasses and
the projector’s polarizing screens both play a factor. It is very hard to manu-
facture perfect polarizing filters, but unlike the active system where switched
polarization must be implemented, there will be no crosstalk during tran-
sients.
Ghosting is the term used to describe perceived crosstalk. It is a subjective
term. It varies with the brightness and color of the image and particularly
with the parallax. The larger the value of the parallax the more unpleasant
crosstalk will be.
10.3.6 Stereopsis for Multiple Users
In VR applications, there is a good chance that in the larger-scale systems, we
will want to be able to accommodate a number of individuals working with,
interacting with and viewing the displays. However, everything we have dis-
cussed so far makes an important assumption: the display is generated from a
single point of view. And the stereoscopic element will have a single parallax
too, so everyone has to accept the same depth perception. For CAD work at
individual workstations and in a movie theater, this is acceptable. In a VR
suite (e.g., a cave as described in Chapter 4, where two, three or more par-
ticipants will be enclosed in an immersive environment), unless HMDs are
in use, a screen will be needed. For monoscopic projections onto enclosing