From cc852875ef141a8a5828dcf64095997f59347513 Mon Sep 17 00:00:00 2001
From: Wilrik de Loose <wilrik@wilrik.nl>
Date: Thu, 5 Jun 2008 08:28:34 +0000
Subject: stuk van oliver herzien

---
 report/chapter2.tex          |   6 +++---
 report/chapter3.tex          |  13 ++++++++++---
 report/img/stereo_vision.png | Bin 0 -> 14664 bytes
 3 files changed, 13 insertions(+), 6 deletions(-)
 create mode 100644 report/img/stereo_vision.png

diff --git a/report/chapter2.tex b/report/chapter2.tex
index 95c6c7b..726aa74 100644
--- a/report/chapter2.tex
+++ b/report/chapter2.tex
@@ -17,15 +17,15 @@ The first two factors, head tracking and stereo vision, were researched before i
 
 The depth of the field was implemented by altering the size of the box in which the user puts the blocks. Three different sizes were supported; small (2x2), medium (3x3) and large (4x4). \\
 
-As for the shadow projection, the idea was dropped because the number of test cases would grow to large. Without the addition of shadow projection the number of test cases were already $ 2 \times 2 \times 3 = 12 $. The implementation of the current application as well as the supporting database does support the addition of an extra factor such as shadow projection.
+As for the shadow projection, the idea was dropped because the number of test cases would grow to large. Without the addition of shadow projection the number of test cases were already $ 2 \times 2 \times 3 = 12 $ (instead of 24 cases). The implementation of the current application as well as the supporting database does support the addition of an extra factor such as shadow projection.
 
 \subsection{Problems}
 
 The number of test cases to implement was the first small problem the group had encountered. However, it was not the only one. The main problem was due to the chosen input device; the Wiimote\footnote[1]{Wiimote is a nickname for the Wii remote which is the primary controller (6DOF) used with the Nintendo Wii.}. As the Wiimote supports 6DOF only 3DOF were used in the project. This was enough to be able to place a block inside the correct hole.
 
-\subsubsection{Lag in library}
+\subsubsection{System latency}
 
-In order to support a Wiimote in a program like MatchBlox, a number of development libraries are available on the web. The library that was initially used for the application suffered a lot of lag. It took some time to determine the error and switch to another library.
+In order to support a Wiimote in a program like MatchBlox, a number of development libraries are available on the web. The library that was initially used for the application suffered a lot of lag (or latency). It took some time to determine the error and switch to another library.
 
 \subsubsection{Depleted batteries}
 
diff --git a/report/chapter3.tex b/report/chapter3.tex
index aaccabf..1bb2aa0 100644
--- a/report/chapter3.tex
+++ b/report/chapter3.tex
@@ -4,6 +4,13 @@
 
 \subsection{Stereo vision}
 
-To be able to view a world in 3 true dimensions, one must offer the eye with an image each. The problem arises however when there is only one screen available. How can both eyes get one image each from one screen? \\
-There are several solutions available. There are so called shutter glasses. These glasses first block one eye, then the other and then back to the first one again. This then as to be in synchronization with the screen. So frame A is renderd, the left eye is open and eye right eye is closed. Then frame B, with the left eye closed and the right eye opened. The problem with this solution however is that you need a screen capable of refreshing at aleast 100Hz, since each eye will only get a refresh rate of 50Hz. Anything below that will become very noticable as flikkering. most laptop screens, if not all are not apable of doing this. \\
-A different approach is using Red-Blue glasses. These glasses allow the left eye to see everything that is not red and the right eye to view everything that is not blue. The application then draws the scene twice, once so that it is only viewable by the right eye in blue and simulataniously a second time, in red, for the left eye. Here both frames are rendered simulataniously, so there is no refresh rate issue. The disadvantage however is that the feel of true colors is lost and bleeding can occur, if the reds and blues of the glasses do not exactly match. \\
+To be able to view a world in 3 dimensions with real depth information, one must offer each eye an image of its own, taken from a different angle. A problem arises however when there is only one screen available. How can both eyes get one image each from one screen? \\
+
+There are several solutions available. There are so called shutter glasses. These glasses first block one eye, then the other and then back to the first one again. This process has to be in synchronization with the screen. So frame \textit{A} is rendered, the left eye is open and the right eye is closed. Then frame \textit{B}, with the left eye closed and the right eye opened. The problem with this solution however is that you need a screen capable of refreshing at at least 100Hz, since each eye will only get a refresh rate of 50Hz. Anything below that will become very noticeable as flickering. Most laptop screens, if not all, are incapable of doing this. \\
+
+\begin {center}
+  \includegraphics[width=100mm]{img/stereo_vision.png} \\
+  Figure 1: The stereo vision demo application \\
+\end {center}
+
+A different approach is using red-blue stereo glasses. These glasses allow the left eye to see everything that is not red and the right eye to view everything that is not blue. The application then draws the scene twice, once so that it is only viewable by the right eye in blue and simultaneously a second time, in red, for the left eye. Here both frames are rendered simultaneously, so there is no refresh rate issue. The biggest disadvantage however is that the feel of true colors is lost. In both techniques cross talk can occur. For the case of stereo vision, this is explained in chapter 2.3. \\
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