Developing displays that give users an intuitive,
almost visceral experience of 3-D data is a tall order made all the more
difficult by the complex brain functions such displays must trigger. To
understand the challenge, you've got to first understand how we see the
world. We perceive three dimensions because our brain combines the
slightly different images seen by each of our eyes. A subtle interplay of
optical illusions, eye-muscle tension, image focus and overlap, and head
motion augment those two images with information our brains use to create
the perception of 3-D.
Missing from all 2-D displays are the physical cues that guide our brains
in processing a 3-D scene. Just take a look around you. That small
difference between the images seen by each of our eyes is called binocular
disparity. It forces our eyes to perform two other actions that are
crucial to seeing in 3-D: our eyes must both converge, or point toward a
common viewing location where the images from both eyes overlap, and focus
at that depth. Also, movement of the viewer's head, allowing him or her to
see previously obstructed parts of the 3-D image—gives the brain vital
data for the 3-D image it constructs. That movement-engendered depth sense
is called motion parallax.
Conventional stereoscopic 3-D display technologies, like the red-and-green
glasses that brought depth to such movie classics as 1954's Creature from
the Black Lagoon, provide two images to the viewer, a slightly different
one for each eye. The brain resolves these into a 3-D image, but it is
necessarily a yellowish monochrome one. More recently, we've advanced to
goggles that use liquid-crystal shutters or light polarization to direct
different images to the right and the left eye. They're used for some
technical visualizations, games, amusement park rides, and in those stereo
glasses for movies. But even the best goggles are hard on your eyes and
difficult for most people to use for more than a few minutes.
Autostereoscopic displays dispense with the glasses, instead requiring
users to position themselves precisely in front of the display. Most of
these kinds of displays use special filters placed over the screen's
pixels or, in the case of some 3-D liquid-crystal displays, inserted
between the backlight and the screen to direct different images to each
eye. Commercial systems can produce a reasonably convincing full-color
image, but most people can stare at them for only a few minutes before
eyestrain ensues, or they shift in their seats and lose sight of the 3-D
image. Other displays made by companies such as Dimension Technologies
Inc., in Rochester, N.Y., have up to nine different viewing perspectives.
But the additional views come at the expense of resolution: the total LCD
pixel count is divided by the number of views, resulting in low-resolution
images unsuitable for computer-aided-design applications or medical
visualization.
Glasses-based stereoscopic and glassless autostereoscopic displays cause
physical discomfort, because they force our eyes into unnatural
contortions to resolve the image. A viewer's eyes must remain focused at
the depth of the display but must converge, or point, to depths either in
front of or behind the display to cause the images from the two eyes to
overlap. This mismatch in focus and convergence strains the eyes,
resulting in significant visual fatigue, headaches, and even nausea in a
majority of viewers.
Yet another kind of 3-D display, the hologram, allows viewers to see 3-D
images comfortably. It has the advantage of not requiring the brain to
combine 2-D images into 3-D, but it isn't electronic. Most holograms are
fixed in film, so they can't be manipulated, rendering them useless for
interactive technical purposes, at least for now [see sidebar,
].
Volumetric displays share holography's ability to create 3-D images that
are easy on the eyes and less taxing on the brain than conventional 3-D
displays. Their images consist of a set of voxels—volumetric
pixels—distributed throughout an enclosed 3-D volume, a space that could
look like anything from a half-meter-diameter crystal ball to an unusually
blocky monitor. Because voxels appear at different physical depths inside
the volume, our eyes converge and focus on them just as they would on any
solid object.