3D Production and PostBarry Clark 03-26-10Real World 3DWhen a viewer’s eyes focus on a real object, they automatically converge on the object.From the separate perspectives seen by the two eyes, the viewer’s brain fuses a coherent3D image of the object. All of the objects that the viewer sees in 3D occupy a cone that isbounded by the edges of the overlapping fields of focus and convergence of the viewer’seyes. Everything outside of this cone is seen by the viewer in 2D. As the viewer’s eyesfocus on progressively more distant objects, the zone of convergence shifts with the zoneof focus and the cone shrinks in width until anouter limit of distance is reached—a distance of100-200 yards in the average adult—beyondwhich the viewer can no longer distinguish theperspectives seen by the left and right eyes.Everything that is located further away from theviewer seems to lie on a flat, 2D plane. To judgethe relative position in space of objects that liebeyond this stereoscopic limit, a viewer must relyon monoscopic depth cues, including motion cues(nearby objects seem to shift position morerapidly than distant objects), atmospheric cues(the hue of objects shifts toward blue as they moveinto the distance), and occlusion cues (nearobjects obscure the view of more distant objects).Fig.1 – Real World 3DSimulated 3DThe experience of viewing a 3D film is significantly different from the way a viewer sees3D in the real world. The most obvious differences between real world 3D and thesimulated 3D that is viewed on a screen are a consequence of the fixed depth-of-field andthe fixed point-of-view of the lenses that capture the images. As a result of theseconstraints, viewers watching simulated 3D can no longer alter their point-of-view simplyby shifting the position of their heads, as they can in the real world. And when turningtheir attention from one object of interest to another, they can no longer simply refocustheir eyes, as they can in the real world. In a 3D film, the point-of-view and the focus areinvariables established on the set. In addition, when looking at a 3D object displayed on ascreen, a viewer’s eyes must focus on the screen while, at the same time, they converge ona point in space that may be located beyond the screen, on the screen, or in front of thescreen. As a result of this process—which differs from the way a viewer sees the world—the viewer has the sensation that the 3D object is located either in the space beyond thescreen, on the screen plane, or in front of the screen. A 3D object that appears to belocated on the screen plane is relatively easy for a viewer to watch. But, over time, aviewer may experience eyestrain from the effort involved in fusing coherent 3D images ofobjects that reside far beyond or far in front of the screen.