view (Agrawala et al., 1997). The workbench had a
144Hz projector and custom modified shutter glasses
for implementing two separate stereoscopic views.
Since four different images are required for two
stereoscopic animations, each eye sees a 36Hz anima-
tion. When one user is seing the current image with
one eye, the other eye’s shutter is closed, as well as
the other user’s shutters.
De la Riviere, Kervengant, Dittlo, Courtois and
Orvain presented a multitouch stereographic tabletop
that uses head tracking to provide two users with their
own viewpoint (De la Rivi
`
ere et al., 2010). The sys-
tem is able to detect when a hand gets close to the
screen.
3 INEXPENSIVE TWO-USER 3D
STEREO MULTIMEDIA
DISPLAY
Our system is designed to be very affordable: we use
only off-the-shelf parts. Our design is based on the
work by (Agrawala et al., 1997).
3.1 Our Prototype
In this section we describe several hardware configu-
rations that support independent stereo views for two
users. Every configuration provides each user with a
60Hz refresh rate video stream for each eye.
The configurations are: 1) a 120Hz monitor, two
active glasses and anaglyphic filters, 2) a 120Hz pro-
jector, two active glasses and anaglyphic filters, 3)
two 60Hz projectors, two polarization filters, two po-
larized glasses and anaglyphic filters, 4) two 120Hz
projectors, two circular polarization filters, and two
active glasses with circular polarization filters and 5)
two 120Hz projectors, two active glasses and interfer-
ence filters.
Configurations 1, 2 and 3 provide relatively low
image quality, due to the use of anaglyphic filters.
They provide stereo monochromatic views to the
users. On the other hand, configurations 4 and 5 pro-
vide high-quality, full color images for each user.
The listed configurations are sorted according to
implementation cost. Configuration 1 is the most af-
fordable at around 800C, while configuration 5 costs
more than 6000 C. None of these costs include the
computer equipment.
We have built the configurations 1 and 2. Figure 1
left, shows the two options for anaglyphic filtering
supported by our system. The first option uses op-
posite anaglyph filters for the users (red-blue for one
user and blue-red for the other). The second option
uses one color for each user (red-red lenses for one
user and blue-blue lenses for the other).
RL
L
R
L
R
L
R
GND
GND
Computer
RightUser
LeftUser
Figure 1: Left, our prototypes use two NVIDIA 3D Vi-
sion™active glasses with two attached anaglyphic filters.
Only one pair of each configuration is showed. Right, audio
splitter connection diagram.
We use standard quad-buffering for rendering the
animation. We render both users’ left eye in the left
color buffer, and vice versa. To compose one eye’s
view for both users, we convert the full color input
image into a grayscale image. Both users’ left images
are composed into the same color buffer using a red
color mask for one user, and a cyan color mask for
the other. Both images are rendered to that eye’s back
buffer.
We present an implementation that provides a pri-
vate audio channel for two users using only a stereo
sound card. With the simple audio splitter shown in
Figure 1, right, our implementation separates each
channel of the stereo sound card. A software mixer
has been created to take the stereo audio stream from
each video source, convert it to mono, and route it to
one channel of the stereo output.
3.2 Head Tracking
We use a Microsoft Kinect along with OpenNI-
NITE libraries (http://www.openni.org) to perform
head tracking. The Kinect is able to capture depth
images using an IR laser projector and an IR camera.
The depth images are analyzed by the OpenNI-NITE
libraries to detect users in the scene and get their po-
sition and pose. It requires calibrating the skeleton at
least once in each room configuration.
We use OpenSceneGraph (OSG) to render our
scenes. OSG is a scene graph manager based on
OpenGL (http://www.openscenegraph.org). The de-
fault coordinate system used by OSG is shown in
Figure 2. We define the origin of the World Coor-
dinate System (WCS) to be located at the center of
the screen. The XZ plane is parallel to the screen and
Y points into the screen. The Kinect defines its ori-
gin at the center of the IR camera and uses a right
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