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标题: 一些关于3D软件、硬件、技术方面的术语 [打印本页]

作者: 铁锹    时间: 2012-8-7 09:58
标题: 一些关于3D软件、硬件、技术方面的术语
2D Plus Delta

An Open Standard used in the H.264 implementation of Multiview Video Coding that allows a full resolution 3D image to be encoded in a 2D image that remains readable to legacy 2D decoders and only adds between 30% and 60% to 2D bit-rates.
2D to 3D conversion

Allows the use of 2D images in a 3D production up to a certain level. Certain shots work well, others can actually have a negative effect.
3D Zoom control

One control that allows the cameraman to control zoom and focus on 2 cameras. Alignment process the process of aligning 2 cameras. This has 3 main areas when using the Element/Sony system.
Optical alignment that ensures both lenses zoom into themiddle of the camera chip block.

Mechanical alignment where the rig is adjusted mechanically so the 2 cameras are producing “identical” frames

Digital alignment where any issues that could not be corrected mechanically are resolved using the 3D box

4D-Film

Generally used in theme parks but in some countries present in mainstream cinemas 4D-Film uses stereoscopic 3D projection plus the addition of simulated real-world effects such as rain, wind, vibrations and in the case of Honey, I S***nk the Audience, rats. Avatar and Kung Fu Panda 2 are among other films to be released in this format.
Active/shutter 3D glasses

Glasses that actively block alternate eyes from seeing the screen in synchronization with images projected for each eye one after the other. Active shutter glasses use a layer of LCDs to block each eye and are kept in synchronization through an Infra Red signal transmitted from near the screen. Active shutter technology is relatively cheap to implement on LCD Televisions due the ability of the manufactuer to add a relatively cheap IR controller to screens that have fast enough refresh rates. One drawback in this approach is the high price of glasses when compared to passive displays while others also cite flickering in the viewer's peripheral vision as a potential problem.
Aerial perspective

This is the reduction in contrast and saturation of objects that a further away. It is important to add this effect when creating 3D CGI scenes and is sometimes referred to as distance fog.
Alignment Plate

The plate that has all the adjustment gearing for picture alignment. Roll, Pitch and Z axis.
Anaglyph

An outdated way of seeing 3D on a 2D monitor, using the red/blue colouring that everyone remembers from Jaws 3D, etc. There have been improvements along the way (Colour‐code for example) but it is still tiring to watch for any length of time. In production it is still used as a way of seeing 3D and also occasionally by convergence pullers who look at the red/blue image in 2D and judge the stereo within the picture.
Arri

One of cinema's most well established camera and equipment makers, Arri have a long history in making film cameras and currently produce a number of Digital Cinema Cameras used for 3D production including the Arriflex D20 and D21 and the 2.9K high-dynamic-range capable Alexa.
Autostereoscopic display

Otherwise know as glasses free 3D, this display type varies from screens that must be viewed from a specific central position (such as on the Nintendo 3DS) to those which can be viewed from multiple angles such as those made by German manufacturer Tridelity.
Beam Splitter

The mirror in the large box at the front of the mirror rigs. The “mirror” is in fact a 50/50 beam splitter allowing 50% of the light through to one camera and reflecting 50% of the light to the other.
Blu-ray 3D

The system uses Sony's Blu-ray Discs in tandem with Multi View Video Encoding to allow films to be consumed in full HD in both Blu-ray 3D players and legacy 2D Blu-ray players.
CAMERON | PACE Group

The forces behind Avatar and a host of other 3D blockbusters and live events, this is the company that has lead the current 3D revolution. Titanic, Terminator 2, Aliens, Abys and Avatar director, James Cameron and his long time Stereographer, technologist and working parter Vince Pace combine to lead this innovative group .
Checkerboard

The ability to display the images from two cameras as one display, based on a checker or chess board layout. This enables very accurate colour balance between the two cameras.
Chromadepth

A method of adding a sense of depth to printed or screen-based images. Chromadepth makes red colours look closer than the page or screen and blues look further away. The system us a patented technique using defracting glasses and relies on  the differences in diffraction of the various frequencies of light.
Convergence

This refers to where in 3D space the physical screen plane is. The point of convergence is where an object within a frame appears as one (both images sit perfectly on top of each other) it is at this point that the screen plane is and objects in front will appear to be out of the screen and objects behind will appear to be into the screen.
Convergence Operator Control

The movement of the rig during filming and dictate under the Stereographer’s guidance the amount of 3D in any given shot. Also called Convergence Puller.
Depth Budget

This is the amount of “stereo” or 3D that is set prior to filming for the 3D department to adhere to, typically it is talked of as a percentage.
Dense Point Cloud Mapping

The method of creating a virtual 3D model from a scene using RGB-D cameras, researched by teams at the University of Washington and MIT.
Difference Matte

Most Convergence Operators use a 2D screen displaying a difference matte to judge the amount of stereo in a frame. To do this one eye is displayed as a black frame one frame is displayed as a white one. When shown on top of each other there is a grey frame with differences displayed in black or white. One convergence puller described his job as “watching TV in letraset!”.
Divergence

The unnatural outward rotation of the human eyes to view images with an interocular that is larger than that of the average human eye (2.5”). Results in wall-eye.
Dolby 3D

The proprietary system for 3D cinema projection from Dolby, this passive glasses variant uses filters that block different specific frequencies of red green and blue light for each eye, allowing full colour 3D to be produced without polarization. Dolby 3D uses expensive filters in the glasses rendering them too expensive to be considered disposable. The system is not usable on print mediums and has not yet been developed for LCD screens. In the cinema a filter wheel rotates over a digital projector in synchronisation with left and right eye frames which are projected one after the other. Dolby 3D provides exceptionally bright and clear images.
Dual Stream Record

Because the cameras produce 2 HD streams recording them can prove difficult. The Sony 5800, SRW1 and R1000 decks allow for these 2 streams to be recorded at  the same tape on the same tape or media with obvious benefits to sync.
Dual Link

An abbreviation referring to dual simultaneous full frame HD left and right eye signals. This is carried by 2 video cables.
Erasmus Recording Binocular (ERB-2)

The European Space Agency's second generation all-in-one stereoscopic 3D camera for use in space. The camera uses a side-by-side configuration and has recently been used in the first ever live 3D video transmission from space, aboard the International Space Station.
Floating Window

A mask added to the edge of the frame in post production to that has the effect of changing the perceived placement of the screen in the 3D space. This can be used to change the feel of a scene by making things outside the actual screen place seem inside it or vice versa and is also useful for eliminating edge of screen violations.
Frame violation

Where an object breaks frame but causes an uncomfortable viewing experience. This can be either because the object is too close to the camera when compared to the rest of the frame or that it appears in one camera but not the other. These violations tend to happen on the camera that is not being monitored by the cameraman.
Horizontal shift

Difference between the 2 images. Good 3D relies upon perfectly aligned images from 2 cameras with slight and controlled horizontal differences.
RealD XLS

Cinema projection technology pairing RealD and Sony to provide RealD passive polarisation 3D with 4K resolution projector that allows for the concurent projection of 2K resolution images for each eye removing the need to show left and right images one after the other.
RED

California based Digital Cinema Camera company founded in 2007 and headed by Jim Jannard, the former owner and founder of Oakley. RED specialise in making high resolution s35mm cameras that record in a proprietary compressed-RAW file format. These factors make RED cameras well suited to 3D by allowing more room for spacial and exposure/colour disparity correction. Cameras include the 4.5K RED One (used in Pirates of the Caribbean: On Stranger Tides) and new high-frame-rate 5K RED Epic.
RGB-D

Also known as RGB plus depth this is image capture that acquires a standard 2D view along side a 3D model of the scene using a single colour camera and a range camera. The most widely known example of these is the Kinect for xBox 360, developed by Isreali tech company PrimeSense.
Panavision

Long***nning motion picture equipment specialists that make the Genesis camera and hire-out 'Panavised' cameras from the likes of Arri, Sony and RED as well as providing many other forms of motion picture equipment for the movie industry.
Passive 3D glasses

Used for viewing 3D content they act as a filter to block each eye from seeing the image intended for the other eye. These can include polarising, anaglyph or any other combination of coloured filters.
Silicon Imaging

Maker of the SI 2K, a small-form-factor 2K resolution camera that outputs a RAW image stream. Used on a number of 3D films the SI 2K is prized for it's light-weight and often used on handheld mirror rigs.
Sony CineAlta

A brand of digital video cameras developed by Sony and Panavision specifically for movie production. Used extensively by CAMERON | PACE, CineAlta cameras such as the F35 were used in Avatar and TRON: Legacy and the new F65 sports an 8K imager with a super-wide RAW colour space.
Stereopsis

The biological perception of depth through visually perceiving two slightly different images of the world in each eye. Relying on binocular vision, in humans the effect of stereopsis occurs towards the centre of our sight, extends to objects within roughly 150 meters of the viewer and only accounts for roughly 55% (on average) of our overall perception of depth.
Occlusion

Possibly the simplest form of depth perception occlusion is the technical term for an object blocking the view of an other by being in front of it.
Motion parallax

The creation of disparity though movement which results in the perception of depth. Because objects move across our vision at different rates depending on their distance we can perceive their depth through movement. This effect is especially strong when moving quickly.
Multiview Video Coding (MVC)

A compression scheme new to H.264/MPEG4 AVC as of 2009 that is designed to allow multiple camera angles to be efficiently contained in one video stream.
Off-Axis

A method of toeing in cameras that does not cause Keystoning due to the angling of camera sensors to compensate for the Keystoning effect. This rig set-up is used for virtual rigs in computer rendered stereo 3D but is exceptionally rare for real-world rigs due to the complexity of accurately angling camera sensors.
Stereo pair

A pair of images that when viewed using a 3D display creates the illusion of depth. All stereoscopic 3D consists of a stereo pair in some form or another.
Virtual rig

A pair of virtual cameras used to capture a 3D CGI model within a 3D animation or compositing programme such as Maya or Autodesk Flame.
Stereoscopic video coding

The general term for creating a stereo pair of images for transmission or storage. Methods include side-by-side compression within a standard HD stream, Anaglyph and Multiview Video Coding.
Witness camera

A camera used on set to provide depth information with which post production teams can use to guide them as they create a 3D representation of a scene that was originally captured in 2D.
Range Camera

A capture device that detects the distance of objects in a scene, creating the basis for a virtual 3D model of that scene. These can use technologies such as Time of Flight (a class of LIDAR that uses light from the non-visible spec***m), Stereo Triangulation, S***ctured Light and Interferometry.
Mirror Rig

A rig configuration using 2 cameras, where one camera is positioned vertically above or below the second camera. This configuration requires the use of a beam splitter to pass light to the vertical camera.
Under/Through

The rig in its broadcast mirror configuration where the top camera is a full body Sony HDC-1500 and the bottom camera is an HDC-1500 utilisingT‐Block head adaptor, which remotes the CCD block from the main camera body.
P1

Small bodied HD Camera designed for beauty cam and 3D applications. Known as HDC-P1 they can be used in place of HDC-1500 full bodied cameras. Although small this camera uses the same CCD as the HDC-1500R allowing cameras to be mixed.
Inter Ocular/Inter Axial

Commonly termed IO this refers to the physical distance between the centre of 2 frames, or loosely how far the cameras are apart. NB: it is the relationship between the Convergence and Inter Axial that determines the amount of 3D.
Keystoning

An effect caused by the act of convergence where one image when laid over the top of the other has slight differences in the corners of the frame. This is because the frame no longer sits “flat” but is slightly angled in comparison to the other.
Lens Tapping/Matching

A pre alignment procedure that matches 2 lenses as closely as possible.
Roll

Where one camera is not sitting completely square to the other and the images viewed from one camera on top of the other appear to be higher one side of the frame, then correct in the centre and then lower on the other side of the frame.
Stereographer

The lead person of the 3D crew. He/she oversees all the 3D alignment before the shooting begins and then during filming oversees the quality of the 3D output feeding comments to his crew.
Stereo Engineer

Looks at all the data being fed back from the various 3D boxes and “tweaks” within the 3D Box any issues that arise during filming.
Vertical/Y shift

A misalignment of the 2 frames vertically, where a horizontal line in frame (e.g. the roof of a stand) appears higher in one camera than another on the same rig. This is serious and is a major cause of viewing discomfort.
Z axis

The axis from front to back of a 3D image, i.e. into and out of the screen.
Parallax

Separation on the screen plane between left and right images of an object. Determines the perceived depth of objects relative to the screen plane.
Negative Parallax

Ojects are perceived to be positioned within the viewer’s space (or “personal space”), i.e. in front of the screen plane.
Positive Parallax

Objects are perceived to be positioned within the screen space (or “world space”), i.e. beyond the screen plane.
Zero Parallax

Objects are positioned at the screen plane, and appear to be in two dimensions.
Screen Plane

The plane of the display  or the surface of the movie screen, TV screen, or computer screen.
Convergence

(or “toeing-in”), inward rotation of the lenses, to shift the parallax of the scene and the perceived depth of objects relative to the screen space.
Point of Convergence

The position on the set where the axes of the lenses exactly overlap, defining the position of the zero parallax plane or screen plane.
Interocular

(or “interaxial”), horizontal displacement of the lenses of the cameras.
Hyperstereo

The effect of an interocular that is larger than that of the average human eye (2.5”).
Miniaturization

An artifact that results from use of wide-angle lenses or a larger interocular than that of the average human eye (hyperstereo).
Hypostereo

The effect of an interocular that is smaller than that of the average human eye (2.5”).
Gigantism

An artifact that results from use of a smaller interocular than that of the average human eye (hypostereo).
Orthostereo

The effect of shooting with parallel lenses and an interocular that approximates that of the average human eye.
Cardboarding

An artifact that results from the use of long focal length lenses.
Keystoning

(or “trapezoidal distortion”), an artifact that results from excessive convergence of the lenses.
Wall-eye

An uncomfortable condition that results from the attempt to fuse objects with strong positive parallax and a wider-than-normal interocular.
Side by Side Compression

A method of utilizing horizontal compression on the individual the left and right eye HD video frames to reduce their size, so that once combined left and right eye frames can be transmitted within a single HD video frame. This compression method enables 3D signals to be synchronously delivered using standard HD distribution equipment.
Side by Side Rig

A rig configuration using 2 cameras filming side by side.
RealD Cinema - is a digital stereoscopic projection technology made and sold by RealD Inc. It is currently the most widely used technology for watching 3-D films in theatres and is based on circularly polarized light. Glasses used for viewing are simple filter based units, known as “passive” glasses. These same glasses can be used with Sony professional displays as these are also RealD compatible.




以上是英文的,翻译过来都会显得不准确。所以大家就阅读英文来理解吧。如果实在不行就参考一下,我下面提供的在线翻译中文版。Web3D纳金网www.narkii.com



2D Plus Delta

的开放标准,用于在多视点视频编码H.264的实施,允许一个完整的高分辨率三维图像,可在传统的2D解码器仍然可读的二维图像编码,只有30%和60%之间,增加了二维位速率。
2D转3D

允许使用在3D制作到一定程度的二维图像。某些镜头做工精良,可实际上有负面影响。
3D缩放控制

一个控制,让摄影师来控制变焦和2台摄像机聚焦。对齐过程中,2个摄像头对准过程。这3个主要领域,使用时元/索尼系统。

    光学校准,以确保两个镜头变焦的摄像头芯片块themiddle。

机械对准钻机机械调整,所以相机生产“相同的”帧


    数字对齐的地方不能纠正机械的任何问题都解决了使用3D方块

4D电影

一般用于主题公园,但在一些国家目前在主流电影院4D电影使用三维立体投影,加上除了模拟现实世界的影响,如雨淋,风吹,振动和蜂蜜,我缩小了观众,老鼠。头像功夫熊猫2是在这种格式发布的电影。
主动/快门3D眼镜,

眼镜,积极阻止替代眼睛,看到每眼后投影图像画面同步。主动快门眼镜使用的液晶层,以阻止每只眼睛,并通过红外线传输信号从附近的屏幕保持同步。主动快门技术是相对便宜,以实现对液晶电视的生产商有足够快的刷新率的屏幕添加一个相对便宜的IR控制器的能力。这种方法的缺点是比较被动的显示,而其他人也举出作为一个潜在的问题在观众的余光闪烁的眼镜价格高。
空中的角度来看,

这是对象,远在对比度和饱和度的减少。创建3D CGI的场景时,有时也被称为距离雾,重要的是要添加这种效果。
对准板块

该板块有调整资产负债图片对齐。横滚,俯仰和Z轴。
浮雕

二维显示器上看到3D,使用红/蓝着色,每个人都记得从大白鲨3D等过时的方法有改善前进的道路上(例如颜色代码),但它仍然是累人的任何观看时间的长短。在生产中,它仍然是作为一个谁在看红/蓝在2D和法官在画面的立体图像的收敛车夫偶尔看到3D和也。
阿莱

ARRI电影的最完善的相机和设备制造商之一,具有悠久的历史和胶片相机目前生产的数字电影摄像机使用3D制作的ARRIFLEX D20和d21和2.9K高动态范围的能力网站。


眼镜免费的3D 立体显示,否则知道,这显示类型各不相同,必须从一个特定的中央位置(如任天堂3DS)查看那些可以从多个角度观看,如那些由德国制造商Tridelity屏幕。
分束

镜在大箱子在前面的镜子钻机。“镜子”,其实是50/50分束器,允许通过一个摄像头,50%的光,并反映到其他50%的光。
蓝光3D

系统采用多视点视频编码的同时,索尼的蓝光光盘允许消耗在两个蓝光3D播放器和传统的2D蓝光播放器在全高清影片。
金马伦|法令集团

头像背后的势力和其他3D大片的主机和现场活动,这是该公司已导致目前的3D革命。泰坦尼克号“,”终结者2,外国人,Abys头像导演,詹姆斯·卡梅隆和他的很长一段时间的立体摄影师,技师和工作parter文斯-佩斯相结合,导致这种创新组。
棋盘

作为一台显示器上检查或棋盘布局的基础上,从两个摄像头显示图像的能力。这之间的两个摄像头可以非常精确的色彩平衡。
Chromadepth

一个印刷或屏幕图像增加深度感的方法。chromadepth使红颜色看起来比屏幕页或接近和蓝色看起来较远。该系统我们的专利技术使用defracting眼镜和依赖于不同频率的光衍射的差异。
收敛,

这是指在三维空间中的物理屏幕平面。的交汇点,是在一个框架内的一个对象(图像都坐在完全彼此顶部),它是在这一点上,屏幕平面,并在前面的对象将出现在屏幕和对象背后出现会出现到屏幕。
收敛的操作员控制

的运动过程中拍摄的钻机和支配金额在任何特定的拍摄三维立体摄影师的指导下。也称为收敛普勒。
深度的财政预算案,

这是“立体声”或3D设置前拍摄的3D部门要坚持,它通常是谈到作为一个百分比的金额。
密集点云映射

从现场使用RGB三维相机,研究由华盛顿大学和麻省理工学院的团队创造一个虚拟的三维模型的方法。
差异磨砂

收敛算使用二维屏幕上显示的差异磨砂来判断一个帧的立体声金额。要做到这一点一只眼睛被显示为一个黑色帧一帧显示为白色。当彼此顶部有一个灰色框显示在黑色或白色的差异。收敛拔“描述了他的工作在letraset看电视!”。
分歧

,不自然的人的眼睛向外旋转与两眼大于平均人眼(2.5“),以查看图像。结果墙上眼。
杜比3D

杜比3D影院放映的专有系统,被动式眼镜使用,这种变异阻止每只眼睛不同的红色,绿色和蓝色光的特定频率,使全彩色3D无极化产生的过滤器。杜比3D眼镜,使他们太昂贵,被视为一次性使用昂贵的过滤器。该系统打印介质不使用和尚未开发液晶显示屏。在电影院里,一个过滤器的车轮转动超过左眼和右眼,预计后一帧同步数字投影机。杜比3D提供特别明亮和清晰的图像。
双码流记录,

由于相机生产2 HD流记录可以证明困难。索尼5800 SRW1和R1000的甲板允许同一盘录像带上或有明显的好处同步的媒体要在同一盘录像带记录这些流。
双链路

的缩写,指双同步全画幅高清左眼和右眼信号。这是由2个视频电缆。
伊拉斯谟录音双目(再培训局-2)

欧洲航天局的第二代所有功能于一身的立体空间使用3D相机。相机采用了侧端配置和最近被用于从太空永远活在第一3D视频传输,登上国际空间站。
浮动窗口

掩码添加到在后期制作的框架边缘的改变知觉安置在三维空间中的屏幕效果。这可以用于实际屏幕的地方以外的东西来改变场景的感觉,似乎里面或反之亦然,也是为有用的消除违反屏幕的边缘。
帧违反

对象打破框架,但会导致不舒服的观赏体验。这可以是因为对象是过于靠近相机相比,它出现在一台摄像机的框架或休息时,而不是其他。这些侵犯行为往往发生在摄影师,没有被监控摄像头。
水平移位

2图像之间的差异。依靠良好的3D轻微和控制水平差异后,从2台摄像机的图像完全对齐。
RealD的XLS

影院投影技术配对的RealD和索尼4K分辨率投影机,2K分辨率的图像显示左,右图像后不再需要为每个眼射影几何投影允许提供RealD的被动偏振3D。


加州的数字电影摄影机公司成立于2007年,前雇主和奥克利的创始人吉姆·简纳德为首。红专门在高的决议s35mm相机纪录,在一个专有的压缩RAW文件格式。这些因素使得通过允许更多的空间和曝光/色彩校正视差的房间,非常适合3D红色的相机。相机包括4.5K红(加勒比海盗:在陌生人潮)和新的高帧速率5K红色史诗。
RGB三维

又称RGB加上深度,这是图像采集,收购标准旁边一个场景的三维模型,使用单一颜色相机和一系列相机的二维视图。其中最广为人知的例子是由Isreali高科技公司PrimeSense的发展,为Xbox 360 Kinect的。
使用Panavision

长期运行,使创世记相机,并聘请了由ARRI,Sony和RED等,以及为电影业提供了许多其他形式的电影设备“Panavised”相机的电影设备专家。
被动式3D眼镜

观看3D内容的使用,他们作为一个过滤器来阻止从每只眼睛看到的另一只眼睛的图像。这些可以包括彩色滤光片的两极分化,浮雕或任何其他组合。
硅成像

机的SI 2K,一个小的形式因素的2K分辨率的相机输出的RAW图像流。使用上的SI 2K被撬开它的重量轻,手持一面镜子钻机经常使用的3D电影数量。
索尼CineAlta

数字视频相机由索尼和潘那维申电影制作专门开发的一个品牌。广泛用于卡梅隆|法令,如F35的CineAlta摄像机被用来在头像和创新福星:传统和新的F65体育与超宽的RAW色彩空间的8K成像。


通过视觉感知世界的两个略有不同的图像在每只眼睛的立体深度的生物感知。双眼视力为依托,在人类出现立体效果,对我们的视线中心,延伸的对象在观众和大约150米,只占我们整体感知深度约55%(平均)。
阻塞

的深度知觉闭塞的最简单的形式可能是阻挡在它前面的一个对象的技术术语。
运动视差

创造的差距虽然运动导致在深度知觉。因为物体移动以不同的速度取决于它们之间的距离在我们的视野,我们可以通过运动感知的深度。快速移动时,这种效果是特别强烈。
多视点视频编码(MVC)

2009年,旨在让多个摄像机角度,要有效地在一个视频流中的新H.264/MPEG4 AVC,压缩计划。
离轴

方法正步相机不会导致梯形失真由于钓鱼相机传感器,以弥补梯形失真效果。这台机是用于在电脑呈现立体三维虚拟钻机,但由于准确钓鱼摄像传感器的复杂的现实世界的钻机是格外罕见。
立体声一双

一对时,请使用3D显示的图像创建的深度错觉。所有三维立体组成立体像对在某种形式或另。
虚拟钻机

一对虚拟摄像机用于捕捉三维CGI模型在三维动画或合成软件如Maya或Autodesk火焰。
立体视频编码

创建一个立体声传输或存储的图像对的总称。在一个标准的HD流,浮雕和多视点视频编码方法包括端侧压缩。
证人相机

一套使用一个摄像头,提供深入的信息,与后期制作团队可以用它来 ​​引导他们,为他们创造了一个原本在2D捕捉场景的三维表示。
范围照相机

捕获设备,检测一个场景中的对象的距离,创造一个虚拟的三维模型,现场的基础上。这些都可以使用,如飞行时间(激光雷达的一个类,它使用从非可见光谱的光),立体声三角,结构光干涉技术。
镜子钻机

一台配置使用2个摄像头,其中一台摄像机,第二个摄像头的上方或下方垂直位置。此配置需要使用分光镜,通过光线的垂直相机。
下/通过

钻机在其广播镜配置,在相机顶部是一个完整的身体索尼HDC-1500相机底部是HDC-1500 utilisingT座头适配器,遥控从主要的机身CCD块。
小一

小健全美容凸轮和3D应用而设计的高清摄像机。被称为HDC-P1的,他们可以用HDC-1500饱满相机的地方。虽然小本相机使用的HDC-1500R允许相机相同的CCD混合。
除眼/间轴向

通常被称为的IO这是指中心2帧之间的物理距离,或松散多远相机分开。注:它是决定3D金额的收敛性和间轴向之间的关系。
梯形失真

的一个图像时,在其他顶级奠定了在该帧的角落里,有轻微的差异收敛的行为所造成的影响。这是因为帧不再坐在“扁平化”,但稍微比其他角度。
镜头攻牙/匹配

匹配的镜头尽可能预校准过程。
推出

不是坐在一台摄像机完全平方的其他与其他顶级相机从一个观看的图像出现高一方的框架,然后在中心的正确,然后在框架的另一侧低。
立体摄影师

3D船员的牵头人。他/她负责所有的3D对齐前开始拍摄,然后在拍摄过程中的监督意见喂到他的船员的3D输出质量。
音响工程师

着眼于所有的数据反馈在3D盒从各种3D框和“微调”,在拍摄过程中出现的任何问题。
垂直/ Y SHIFT

垂直偏差的2帧,在帧的水平线(例如,一个独立的屋顶)出现在一台摄像机高于另一个相同的钻机。这是严重的,是一个观看不适的主要原因。
Z轴

轴线由前备份一个三维图像,即屏幕的流入和流出。


屏幕平面上的对象之间的左,右图像的视差分离。确定对象相对屏幕平面的深度。
负视差

Ojects被认为将在观众的空间(或“个人空间”),即定位在屏幕平面的前面。
积极视差的

对象被认为将在屏幕空间(或“国际空间”),即超出屏幕平面定位。
零视差

的对象定位在屏幕平面上,似乎是在两个方面。


平面屏幕平面显示器或电影屏幕表面,电视屏幕或电脑屏幕。
收敛

(或“踮起脚-”),向内旋转的镜头,转移场景的视差和感知到屏幕空间的物体的相对深度。
点的收敛

集镜片的轴完全重叠定义的零视差平面屏幕平面的位置的位置。
两眼

(或“interaxial”),相机镜头的水平位移。
hyperstereo

的影响大于平均人眼(2.5“)的两眼。
小型化

的工件,使用广角镜头或比平均人眼(hyperstereo)两眼的结果。
hypostereo

的效果两眼是小于平均人眼(2.5“)。
巨人

一个神器,使用较小的两眼比平均人眼(hypostereo)的结果。
orthostereo

平行的镜头和一个接近平均人眼的两眼效果拍摄。
Cardboarding

一个神器,结果从使用长焦距镜头。
梯形失真

(或“梯形失真”),一个工件,从镜片的过度收敛的结果。
墙眼

不舒服的状况,从尝试的结果与强阳性视差和更广泛的比正常两眼融合的对象。
方边压

利用个人的水平压缩的左眼和右眼的高清视频帧,以减少它们的大小,因此,一旦合并左,右眼球框架可以在一个单一的高清视频帧传输方法。这种压缩方法使3D信号同步交付使用标准的高清配电设备。
侧侧钻机

一台配置使用2相机拍摄并排。
RealD的影院  -数字  立体  投影技术和销售  的RealD  公司 它是目前使用最广泛的技术观看  3-D电影  在剧院和圆偏振光。观看使用的眼镜是简单的过滤器的单位,被称为“被动”的眼镜。这些相同的眼镜可以用来与索尼专业显示器,因为这些也RealD的兼容。
作者: .    时间: 2012-10-25 21:52
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