Submitting Institution
University of DurhamUnit of Assessment
Computer Science and InformaticsSummary Impact Type
TechnologicalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing
Psychology and Cognitive Sciences: Psychology
Summary of the impact
This case study involves the development and implementation of novel
algorithms that control the mapping of depth from a scene being imaged by
a camera to an image being viewed on a stereoscopic display so as to make
viewing more comfortable for the human visual system. The algorithms,
developed at Durham University between 2003 and 2005:
- are influential in the implementation of software tools supplied to
the games industry;
- have reportedly been widely adopted in the 3D movie industry; and
- are used to produce award-winning 3D science movies that have been
shown around the world and which have measurable and quantifiable public
impact (nationally and internationally) in terms of both significance
and reach.
Underpinning research
The research relates to methods for controlling the mapping of depth from
a scene being imaged by a camera (real or virtual computer graphics
camera) to an image being viewed on a stereoscopic display. The challenge
is that the human visual system does not find comfortable more than a
limited range of depth (the depth budget) on a stereoscopic display, while
there may be an arbitrarily large range of depth in the scene being
imaged. The depth budget allocation problem has become a central challenge
in content creation for all 3D applications.
Between 2003 and 2005,
research at Durham University by Dr. Nick Holliman (lecturer) resulted in
two new algorithms that allowed different regions of the scene to be
represented differently in depth on the 3D display, thus giving content
creators control over the allocation of the depth budget. The key insight
was that the mapping could be implemented differently in different regions
in depth so that each region of the scene could be represented with more
or less depth in the final image, e.g., the best depth representation
might be given to a main character in a movie or game while lower quality
depth could be given to the background or other characters. A piecewise
linear algorithm was developed in [1] with a further refinement to smooth
the visual appearance of the depth transition at boundaries in [2]. This
can perhaps be understood by comparing it with focus- context techniques
used in 2D visualisations where a defined area of the scene is given
better resolution in the displayed image, whereas in the 3D case a defined
area of the scene is given better depth resolution in the displayed
stereoscopic image.
To demonstrate the utility of the methods, a number of implementations of
the algorithms were developed including: a spread-sheet and scripting
language implementation for the popular computer graphics software PoVRay
[1]; an OpenGL demonstration of the basic technique operating
interactively in a dynamic scene [2]; and an implementation for the
commercial computer graphics tool 3DStudioMax [3].
In 2006 a stereoscopic movie "Cosmic Cookery" visualizing the development
of structure in the universe during the 13.7 billion years from the Big
Bang to the present day was made. In 2010 a stereoscopic movie "Our Cosmic
Origins", relating to how our galaxy took its place in the universe, was
made, with a follow-up "Cosmic Origins 2" made in 2012. These movies
employed the algorithms from [1, 2] and the resulting stereo image
rendering tools; in particular, the stereographic techniques resulting
from [1, 2] were used to optimise the stereo effect throughout the movies
to match the content in each scene to the average viewer's visual
tolerance levels. The whole process and technical research refinements as
regards the making of "Cosmic Cookery" and "Our Cosmic Origins" can be
found in [4] and [5] (with the making of "Cosmic Origins 2" following
these principles).
A patent was applied for in relation to the algorithms in [1, 2] and was
licensed to RealD Inc. in the USA who funded the completion of the filing
and subsequent maintenance of the patent rights [6].
References to the research
[1] N. Holliman, Mapping perceived depth to regions of interest in
stereoscopic images, in: Stereoscopic Displays and Applications XV, volume
5291 of Proceedings of SPIE, 2004.
• [ISSN/ISBN: 0277-786X, 0-8194-5194-0; DOI:
dx.doi.org/10.1117/12.525853; 61 citations on Google Scholar as of 21st
October 2013]
[2] N. Holliman, Smoothing region boundaries in variable depth mapping
for real time stereoscopic images, in: Stereoscopic Displays and
Applications XVI, volume 5664A of Proceedings of SPIE, 2005.
• [ISSN/ISBN: ISSN/ISBN: 0819456373; DOI: dx.doi.org/10.1117/12.586712;
11 citations on Google Scholar as of 21st October 2013]
[3] B. Froner and N.S. Holliman, Implementing an improved stereoscopic
camera model, in: Eurographics Theory and Practice of Computer Graphics
2005 (L. Lever, M. McDerby, eds.), Canterbury, June 2005, pp. 27-34.
• [ISBN: 3-905673-56-8; 8 citations on Google Scholar as of 21st October
2013]
[4] N. Holliman, C. Baugh, C. Frenk, A. Jenkins, B. Froner, D. Hassaine,
J. Helly, N. Metcalfe, T. Okamoto, Cosmic cookery: making a stereoscopic
3D animated movie, in: Stereoscopic Displays and Virtual Reality Systems
XVII, Proceedings of SPIE Vol.6055A, 2006.
• [ISSN/ISBN: 0277-786X; DOI: 10.1117/12.646644; 6 citations on Google
Scholar as of 21st October 2013]
[5] Nicolas S. Holliman, Cosmic origins: experiences making a
stereoscopic scientific movie, in: Stereoscopic Displays and Applications
XXI, Proceedings of SPIE Vol.7237, 2010.
• [ISSN/ISBN: 0277-786X; DOI: doi:10.1117/12.840957; 1 citation on Google
Scholar as of 21st October 2013]
[6] N. Holliman. Method and apparatus for generating a stereoscopic
image, US patent 7983477 B2, July 19, 2011. (Priority from Dec 18th
2003 GB 0329312.3)
• [12 citations on Google Scholar as of 21st October 2013]
Details of the impact
Public outreach
From 29th June 2009 - 4th July 2009, the "Cosmic
Origins" movie was presented at the Royal Society's Summer Exhibition in
London. The Royal Society reported 6,000 visitors, including post- 16
students, the general public and VIPs, and estimated that around 2,500
people watched the movie [S1]. The movie was invited back to be shown at
the Royal Society's 350th Anniversary Summer Exhibition at the
South Bank in 2010. A week-long viewing of the movie was also staged in
Durham in October 2009 which attracted 650 undergraduate students and
staff. More than 1,000 visitors a year have seen the movie in the Durham
Visualisation Laboratory and the Durham 3D lecture theatre. In total, more
than 10,000 viewers have seen the movie around the world. The 3D version
of the movie on YouTube has now attracted more than 12,770 views [S2]. The
movie "Cosmic Origins 2" was shown at the Royal Society's Summer
Exhibition in London from 2nd July 2013 - 7th July
2013 where there were 13,040 visitors in total of whom 4,000 were
estimated to have viewed the movie [S3].
We regularly receive requests from outreach centres, museums, schools and
universities for our movie to use in external activities, e.g., Centre for
Life, Newcastle; Adler Planetarium, Chicago; Observatoire de Paris; and
The Baraket Observatory, Israel (and most recently at the Thai National
Science and Technology Fair in September 2013 in Bangkok, attended by over
1.2 million visitors). In 2010 "Our Cosmic Origins" won first prize for a
computer graphics movie competition at the Stereoscopic Displays and
Applications conference, held in Silicon Valley, California, beating
competition from leading international groups including Walt Disney's 3D
version of Sleeping Beauty [S4].
The informal impact on viewers is overwhelmingly positive with viewers
often reporting that they have never seen such high quality 3D and that
they have a new and enhanced understanding of the underlying science. In
order to formally quantify this positive impact and to demonstrate
both reach and significance, an audience response experiment was devised.
A one-group pre-test-post- test quasi-experimental procedure was designed
which measured naive viewer response by asking them to rate their
agreement on a 100 point scale with statements presented before and after
viewing the film [S5]. These statements were as follows.
Please rate your impression of
Q1: the viewing experience 3D films can provide
Q2: how well 3D films can convey complex visual information
Q3: how comfortable you think viewing 3D films can be
Q4: how natural the sensation produced by viewing 3D films can be.
The experiment was undertaken first in Durham and then in York and
overseas in Twente. Table 1 details the audience response results at each
of the three sites. An improvement in audience response was found for all
questions at all sites (although the York response to Q3 was not
statistically significant) [S5]. Table 2 summarizes the audience response
results by collapsing the data at all three sites (Durham, York and
Twente) into one result for each statement. All statements show
improvement in audience response and all are statistically significant
[S5]. A sample of informal comments is as follows:
"<3D> sometimes gives me headaches, this didn't and was very
dazzling and informative especially the part showing the Milky Way and
Andromeda colliding."
"One of the best 3D films I have seen for quality"
"Film seen today was noticeably more comfortable to watch than normal
3D films"
This confirms that the impact of our research has both significance and
reach, and is changing awareness of, attitudes to, and understanding of 3D
films and the experience they provide to viewers both nationally and
internationally.
Commercial impact in the games industry
RealD is a leading global licensor of 3D technologies and currently
supplies the most widely used technology for watching 3D movies in
cinemas. As of September 2013, its market capitalization was around $337
million [S6]. The original GB patent application based on our research was
licensed to RealD Inc. in the USA who funded the completion of the filing
and subsequent maintenance of the patent rights for [6]. This was then
extended into a new variation of the method granted to RealD as US patent
US 8,300,089 B2. The ideas in this patent have been subsequently developed
by RealD so as to yield software for computer graphics systems in the form
of the RealD Game Developer Toolkit [S7]. A presentation on this
development was described in Durham at the Higginson Lecture in 2010 by
the Chief Scientist at RealD. As is acknowledged by RealD, "RealD
believes the teachings of [Holliman's] patents provide useful
contributions to the field of stereoscopic production. The detailed
description in the patent application identified a technical problem
with 3D depth visualization varying on different size displays, and
proposed a specific solution to that problem. Recognizing that problem,
RealD has further developed this field of technology, and been granted
additional claims in this technical landscape on other solutions. The
patents stemming from Dr. Holliman's patent application indeed have made
a contribution to the IP base of RealD" [S8].
Commercial impact in the movie industry
The fundamental concept in research paper [1] has been widely adopted in
the movie industry for controlling the stereography in motion pictures, as
is noted in patent US 8,300,089 B2 [S9].
- • "This approach [Holliman's] is applicable within the context
of computer graphical (CG) generation of content and is routinely used
in Hollywood content generation for scene enhancement, as discussed by
Rob Engle in Beowulf 3D: A Case Study: Proc. SPIE vol. 6083"
and has been applied in several movies, as noted by a former Chief
Technical Officer of RealD in his personal blog [S10]:
- • "The first place I read about the idea was in a paper by Nick
Holliman given at the SPIE Stereoscopic Displays and Applications
Conference, in which Nick suggested changing the distance between the
cameras or lenses for different parts of the scene. ... And indeed
this technique has been used, and is being used, by stereoscopic
supervisors such as Phil McNally and Rob Engle. Phil used it on `Meet
the Robinsons', and Rob used it extensively on the `Beowulf'."
Sources to corroborate the impact
[S1] The Royal Society collected its own feedback during the Summer
Science events in 2009 and 2010 which has not been disseminated to the
exhibitors: see Exhibition Manager, Royal Society.
[S2] YouTube channel "OurCosmicOrigins" viewing statistics for the three
movies in both 2D and 3D form (http://www.youtube.com/user/OurCosmicOrigins
last accessed 21st October 2013).
[S3] Feedback supplied by the Royal Society (received from exhibition@royalsociety.org
on 23rd August 2013).
[S4] See http://www.stereoscopic.org/2010/preface.html
(last accessed 19th September 2013).
[S5] Durham University seed-corn project to collect impact-related
evidence for case study: Algorithms for Stereoscopic Camera Control:
Evaluating Impact, together with two resulting reports.
[S6] See http://www.bloomberg.com/quote/RLD:US
(last accessed 19th September 2013).
[S7] The RealD Game Developer Toolkit: http://reald.com/content/game-developer-toolkit.aspx
(last accessed 19th September 2013).
[S8] Letter from Vice-President, IP & Legal Affairs, RealD Inc. to
Head of Legal Support, Durham University, 24th July 2013.
[S9] Stereoscopic depth mapping, US patent 8300089 B2, 30th
October 2012.
[S10] http://lennylipton.wordpress.com/2008/03/20/the-sculptural-cinema/#more-41
last accessed 19th September 2013)