Like the Perspecta, the
LightSpace DepthCube uses a three-chip DLP. But instead of a single
projection screen, its casing houses a stack of 20 liquid-crystal
projection screens, each about 5 millimeters from the next [see diagram,
"Peering into the DepthCube"].
Each screen sandwiches liquid crystals between two panes of glass treated
with an antireflective coating. When a voltage is applied to the screen,
the liquid crystals line up in the same direction as the light that is
being projected onto it, and light passes directly through the
now-transparent screen. When the voltage is taken off the panel, the
liquid crystals relax into random orientations. In that state, the liquid
crystals scatter light shone onto them, creating a voxel that looks as if
it emanated from that surface location, and not the DLP projector at the
back of the display.
At any given moment, 19 of the screens are transparent, and only one is in
a white-scattering state. However, relying on persistence of vision, we
sequence the image back and forth across the 20-screen stack. Because the
screens at the back of the monitor are physically farther away from you
than the screens at the front, your eyes converge and focus naturally on
voxels wherever they appear.
With the projector sending out 1200 image slices per second, you'd think
that the composite 3-D image, consisting of 20 two-dimensional images,
would appear chopped up from one screen to the next. But by taking
advantage of another psychological component of 3-D perception, people can
be tricked, in effect, into seeing planes between the physical screens,
virtually eliminating jitter and jagged edges.
We call this technique depth anti-aliasing, and it works like this: if a
viewer is shown two 50 percent bright voxels at the same x, y location on
two adjacent DepthCube planes, the viewer will perceive a single voxel at
100 percent brightness halfway between the two planes. In most cases the
viewer is completely unable to see the individual image slices. Depth
anti-aliasing effectively converts the DepthCube's 15.3 million physical
voxels (1024 by 748 by 20) into more than 465 million perceived voxels
(1024 by 748 by 608).
As in other volumetric displays, 3-D images within the DepthCube are
visible over a wide and continuous field of view and have all of the depth
cues of real 3-D objects, except for opacity. Light cannot block other
light, and since these 3-D images are made of light, one image cannot
block, or occlude, another. In other words, 3-D images are translucent,
not opaque. Still, when looking at a DepthCube display you see a different
image depending on your perspective—the images possess both vertical and
horizontal motion parallax, which lets the viewer see around translucent
objects in the foreground to reveal previously obstructed objects.
Unlike swept-volume displays, the DepthCube is entirely solid-state, so it
is not affected by vibration. And, because the DepthCube is intended for
front viewing rather than 360-degree viewing, its DLP projector can
operate at a more modest 1200 frames per second and still provide 15-bit
color (or 32 768 mixed colors), which is sufficient for rendering the
optical effects of lighting, shading, and texture mapping that make 3-D
images really pop.
Another advantage of this approach is its relative compatibility with
existing 3-D graphics software. Because DepthCube images are projected
onto 2-D planes, they have a Cartesian geometry, making the DepthCube
compatible both with software that uses the OpenGL graphics language,
common in technical 3-D modeling software, and with standard 3-D graphics
cards.
Modern 3-D graphics cards are not completely 3-D. They translate, rotate,
and scale the geometry for 3-D images using x, y, and z (or depth)
information but ultimately produce 2-D images. So, for instance, when a
bird flies in front of a tree, the pixels corresponding to the leaves,
twigs, and branches disappear, replaced by the pixels corresponding to the
image of the bird. The card accomplishes this feat by storing in one
frame-buffer memory the location on the x-y plane where the pixel with its
particular color will appear, and storing the z-axis information in a
second frame-buffer memory. Using proprietary software we call the
GLInterceptor, this depth information can be extracted in real time to
create DepthCube images from nearly any OpenGL application.
After a 3-D application has filled the graphics card's frame-buffer
memories with its 3-D image, our software extracts the color position and
depth information for each pixel—its z location—and passes it onto the
DepthCube's 3-D frame buffer, which holds image data for all 20 screens.
The color and x-y location are sent to whichever of the 20 screens
corresponds to the correct depth, or z location, creating a voxel. This is
the key to showing different-colored voxels at different depths at the
same x-y locations, to form, say, a multicolored ribbon [see photo,
"That's Deep"].
We are now fine-tuning the DepthCube architecture for different markets.
For example, there is a modest market for very expensive 3-D displays with
diagonals of more than 50 inches. These displays, costing more than $100
000, are useful in air-traffic-control rooms and for collaboration among
engineers and scientists in the automotive, aerospace, and oil and gas
industries. However, the largest market for volumetric 3-D displays is for
single-user desktop displays that cost less than $5000 and can be used
continuously for any 3-D visualization you can imagine. We hope to
demonstrate such a display later this year.
Success with less-expensive displays for technical applications will open
the door to institutional and consumer markets. High school biology
students could forgo the queasy trial of hands-on animal dissections by
simply gathering around the classroom volumetric display to view the
innards of any creature in the lesson plan. Home shopping, or even dating,
via the Web might be less fraught with uncertainty. Is that a crack in the
vase I want to buy on eBay or merely a scratch in the paint? Are those
hair plugs or is that mane really all his? Amateur cosmologists could
probe the deepest reaches of space, orbit stars, and pass through nebulae,
or survey far-off worlds. Even forbidden ones.