Making 3D Work: A Classification of Visual Depth Cues,
3D Display Technologies and Their Applications
Mostafa Mehrabi, Edward M. Peek, Burkhard C. Wuensche, Christof Lutteroth
Graphics Group, Department of Computer Science
University of Auckland
mmeh012@aucklanduni.ac.nz, epee004@auckland.ac.nz, b.wuensche@auckland.ac.nz,
lutteroth@cs.auckland.ac.nz
Abstract
3D display technologies improve perception and
interaction with 3D scenes, and hence can make
applications more effective and efficient. This is achieved
by simulating depth cues used by the human visual
system for 3D perception. The type of employed depth
cues and the characteristics of a 3D display technology
affect its usability for different applications. In this paper
we review, analyze and categorize 3D display
technologies and applications, with the goal of assisting
application developers in selecting and exploiting the
most suitable technology.
Our first contribution is a classification of depth cues
that incorporates their strengths and limitations. These
factors have not been considered in previous
contributions, but they are important considerations when
selecting depth cues for an application. The second
contribution is a classification of display technologies that
highlights their advantages and disadvantages, as well as
their requirements. We also provide examples of suitable
applications for each technology. This information helps
system developers to select an appropriate display
technology for their applications.
Keywords: classification, depth cues, stereo perception,
3D display technologies, applications of 3D display
technologies
1 Introduction
The first attempts for creating 3D images started in the
late 1880s aided by an increasing understanding of the
human visual perception system. The realization that the
visual system uses a number of depth cues to perceive
and distinguish the distance of objects in their
environment encouraged designers to use the same
principles to trick the human brain into the illusion of a
3D picture or animation (Limbchar 1968).
Moreover, the realism 3D display techniques add to
images dramatically improved research, education and
practice in a diverse range of fields including molecular
modelling, photogrammetry, medical imaging, remote
surgery, pilot training, CAD and entertainment
(McAllister 1993).
Copyright © 2013, Australian Computer Society, Inc. This
paper appeared at the 14th Australasian User Interface
Conference (AUIC 2013), Adelaide, Australia. Conferences in
Research and Practice in Information Technology (CRPIT), Vol.
139. Ross T. Smith and Burkhard Wünsche, Eds. Reproduction
for academic, not-for-profit purposes permitted provided this
text is included.
This success motivated researchers to develop new 3D
display techniques with improved performance and for
new application fields (Planar3D 2012). This process
continues as more complex and more realistic display
techniques are being researched (Favalora 2005).
Different 3D display technologies are suitable for
different applications depending on their characteristics
and the depth cues that they simulate (McAllister 1993,
Okoshi 1976). Therefore, a developer must be familiar
with these techniques in order to make an informed
choice about which one to use for a specific application.
Characterizing 3D display techniques in terms of which
applications they are suited for is not easy as the
information regarding their limitations, constraints and
capabilities is much dispersed.
Earlier contributions (Pimenta and Santos 2010) have
categorized depth cues and 3D display technologies;
however there is no information provided about the
significance of each of the depth cues, and the
advantages, disadvantages and constraints of display
techniques are not discussed. Furthermore, no guidelines
are provided about which display technology is most
suitable for a specific use-case.
In this paper, we address the following two research
questions:
1. What are the limitations of the depth cues of
the human visual system?
2. What applications is each 3D display
technology suitable for?
To answer question 1, we have analysed the seminal
references in that area (McAllister 1993, Okoshi 1976), in
addition to references from art and psychology, and used
them to build a new classification of depth cues. To
answer question 2, we have analysed the most common
display technologies (Planar3D 2012, Dzignlight Studios
2012) and the common characteristics of the applications
they can be used for. The result is a classification of 3D
display technologies in terms of their depth cues,
advantages and disadvantages, and suitable application
domains.
Section 2 describes the classification of depth cues.
Section 3 describes the classification of display
technologies. Section 4 establishes a link between the
display technologies and the applications they are
appropriate for. Section 5 concludes the paper.
2 Depth Cues
Depth cues are information from which the human brain
perceives the third visual dimension (i.e. depth or
Proceedings of the Fourteenth Australasian User Interface Conference (AUIC2013), Adelaide, Australia
91