3D Technology and Markets:
A Study of All Aspects of Electronic 3D Systems, Applications and Markets

TABLE OF CONTENTS
1 Table of Contents 2
Table of Figures 9
Table of Tables 15
2 Introduction 16
3 Executive Summary 17
3.1. Human Factors of 3D 17
3.2. 3D Image Generation and Conversion Technologies 18
3.3. Image Processing, Formats and Standards 20
3.4. Current and Emerging 3D Display Technologies 20
3.4.1. Glasses-Dependent 3D Technologies 21
3.4.1.1. Glasses-Dependent Direct View Technology 21
3.4.1.2. Glasses-Dependent Projection Technologies 22
3.4.1.3. Head-Mounted Displays 22
3.4.2. Glasses-Free Technologies 22
3.4.2.1. Autostereoscopic Displays 22
3.4.2.2. Volumetric Displays 23
3.4.2.3. Holographic Displays 23
3.5. Applications of 3D Displays 23
3.5.1. Benefits of 3D 24
3.5.2. Need for 3D Market Research 25
3.5.3. Major and Minor Applications for 3D 25
3.5.4. 3D Display Technology Suitable for Various Applications 27
3.6. Market Opportunity Forecasts for 3D Displays 29
3.7. Conclusions 31
3.8. Appendix A 31
3.9. Appendix B 32
3.10. Appendix C 32
4 Human Factors Of 3D Displays 33
4.1. Introduction 33
4.2. Psychological Depth Cues 33
4.2.1. Interposition 33
4.2.2. Linear Perspective 34
4.2.3. Aerial Perspective 34
4.2.4. The Size of the Image 34
4.2.5. Texture 35
4.2.6. Shadows 36
4.2.7. Motion Parallax 37
4.3. Physiological Depth Cues 38
4.3.1. Accommodation 38
4.3.2. Convergence 38
4.3.3. Disparity and Parallax 39
4.3.4. Stereopsis 40
4.4. Summary of Human Depth Perception 41
4.4.1. Depth Cues at Various Distances 41
4.4.2. Stereoblind and Stereoanomolus Viewers 42
4.4.3. Requirements for Left/Right Eye Image Properties 43
4.4.4. Special Requirements Dependent on Display Technology 44
4.4.4.1. Time-Sequential 3D Displays 44
4.4.4.2. Autostereoscopic Displays 45
4.4.4.3. Perspective Changes in Two-View Displays 45
4.4.4.4. Volumetric Displays 46
4.4.4.5. Conflict Between Accommodation and Convergence 46
4.4.4.6. Border Problems 46
4.4.4.7. Head Mounted Displays 46
5 3D Image Generation 48
5.1. Image Capture from Real Objects 48
5.1.1. Capture of Still Images 48
5.1.2. Capture of Moving 3D images 50
5.1.3. Discussion of Issues Related to Camera Image Capture 52
5.1.3.1. Interaxial separation 53
5.1.3.2. Convergence 53
5.1.3.3. Mounting systems 54
5.1.3.4. Focal Length and Image Magnification 55
5.1.3.5. Synchronization and Exposure 55
5.1.3.6. Comments on the Relationship Between Image Capture and Display 55
5.1.4. Image Capture by Direct Measurement of Depth 56
5.1.5. Medical Image Capture 60
5.1.6. Image Acquisition for Oil and Gas Exploration 63
5.2. 2D to 3D Conversion 64
5.2.1. Motion Video or Film 65
5.2.2. Digital or Photographic Still Images 66
5.3. Computer Graphics 68
5.3.1. Modeling 68
5.3.1.1. Constructive Solid Geometry 68
5.3.1.2. NURBS Modeling 69
5.3.1.3. Polygonal Modeling 69
5.3.1.4. Subdivision Surfaces 69
5.3.2. Scene Layout Setup 69
5.3.3. Rendering 69
5.3.3.1. Open Graphics Library (OpenGL) 70
5.3.3.2. Direct3D 71
5.3.3.3. Comments Relating to OpenGL and Direct3D. 72
6 Image Processing, Formats and Standards 73
6.1. Introduction 73
6.2. Image Processing and Compression 73
6.3. Formats 74
6.3.1. Field Sequential 74
6.3.2. Interlaced Field Sequential 75
6.3.3. Segment and Line Sequential 76
6.3.4. Interdigitated 76
6.3.5. Above and Below 77
6.3.6. Side by Side 78
6.3.7. Dual Stream 79
6.3.8. Stereo Ready Computers 79
6.3.9. White Line Code 80
6.4. Standards 81
6.4.1. 3D Video on DVD and Broadcast Television 81
6.4.2. 3D on the Web 83
6.4.3. 3D in the Cinema 86
6.4.4. Other Standards Organizations and Initiatives 87
6.4.5. Adobe Acrobat 3D 88
7 3D Display Technology 92
7.1. Introduction 92
7.2. Stereoscopic Displays 94
7.2.1. Direct View Single Display 95
7.2.1.1. Active Polarizing Glasses 95
7.2.1.2. Passive Polarizing Glasses 98
7.2.1.3. Anaglyphic Direct View with Passive Glasses 101
7.2.2. Direct View Dual Display 102
7.2.2.1. StereoMirror 102
7.2.2.2. Stacked LCD Display 103
7.2.3. Single Projector Systems 105
7.2.3.1. Active Polarizing Glasses 105
7.2.3.2. Passive Polarizing Glasses 107
7.2.3.3. Anaglyphic Single Projector Systems with Passive Glasses 109
7.2.4. Dual Projector Systems 110
7.2.4.1. Passive Polarizing Glasses 110
7.2.5. Anaglyphic Projection with Two Projectors and Passive Glasses 112
7.2.6. Infitec Projection with Two Projectors and Passive Glasses 112
7.3. Stereoscopic Head Mounted Displays 114
7.4. Multiview Autostereoscopic 3D Displays 118
7.4.1. Parallax Barrier 118
7.4.2. Time Multiplexed Barrier Rib 120
7.4.3. Lenticular Autostereoscopic Displays 122
7.4.4. Prism Based Autostereoscopic Displays 124
7.4.5. Multiview 3D Autostereoscopic Displays 125
7.4.6. 2D/3D Switchable Displays 127
7.5. Volumetric 3D Displays 128
7.5.1. Multiplane 129
7.5.2. Rotating Image Planes 131
7.5.3. Vibrating Membrane 133
7.6. Other 3D Display Technologies 134
7.6.1. Micro-polarizer Technology 134
7.6.2. Holographic Displays 135
7.6.3. Holographic "Like" Displays 136
7.6.4. Integral Imaging 137
7.6.5. Head Down Two-Display System 138
7.6.5.1. Intuitive Surgical 138
7.6.5.2. Kodak 139
7.7. Other Ways to Display 3D Effects 140
7.7.1. Chromostereoscopic Systems 141
7.7.2. Pulfrich Effect 144
7.7.3. 3D Printing and Rapid Prototyping 145
7.8. Navigation of 3D Images 147
8 3D Applications and Markets 150
8.1. Overview of 3D Markets 151
8.1.1. Professional and Government Markets 154
8.1.2. Consumer Markets 156
8.1.3. Market Segment Analyses 157
8.2. Consumer Fixed and Semi-Portable 158
8.2.1. Description of the 2D and 3D market 158
8.2.1.1. Television 159
8.2.1.2. Gaming 162
8.2.1.3. Consumer Computer Monitors & Laptops 163
8.2.1.4. Portable DVD Players 164
8.2.1.5. Automotive and Aircraft Entertainment Systems 165
8.2.1.6. Navigation Systems 166
8.2.1.7. Gadgets and Toys 168
8.2.2. 3D Requirements to Satisfy this Market 169
8.2.2.1. Source Material 169
8.2.2.2. Formats and Standards 170
8.2.2.3. Display Requirements 170
8.2.3. Current State of the 3D Market 171
8.2.4. Market Forecasts 171
8.2.4.1. Total Revenue for Consumer Fixed and Semi-Portable 3D Systems 173
8.2.5. Major Players in This Market Segment 174
8.3. Consumer Mobile systems 176
8.3.1. Description of the 2D and 3D market 176
8.3.1.1. Cell Phones and PDAs 178
8.3.1.2. Portable Media Players 179
8.3.1.3. Hand held games 180
8.3.1.4. Digital still and video cameras 182
8.3.2. 3D Requirements to Satisfy this Market 184
8.3.2.1. Source Material 184
8.3.2.2. Formats and Standards 184
8.3.2.3. Display Requirements 185
8.3.3. Current State of the 3D Market 185
8.3.4. Market Forecasts 185
8.3.5. Major Players in This Market Segment 189
8.4. Digital Signage and Corporate Branding 189
8.4.1. Description of the 2D and 3D market 189
8.4.1.1. Digital Signage for Information 190
8.4.1.2. Consumer Advertising 190
8.4.1.3. Trade Shows 192
8.4.1.4. Corporate Branding 193
8.4.2. 3D Requirements to Satisfy this Market 194
8.4.2.1. Source Material 194
8.4.2.2. Formats and Standards 195
8.4.2.3. Display Requirements 195
8.4.3. Current State of the 3D Market 195
8.4.4. Market Forecasts 196
8.4.4.1. Digital Signage Forecasts 196
8.4.4.2. Trade Show and Corporate Branding 200
8.4.4.3. Revenues from Corporate Branding, Trade Shows and Digital Signage 202
8.4.5. Major Players in This Market Segment 203
8.5. Cinema & Location Based Entertainment 204
8.5.1. Description of the 2D and 3D market 204
8.5.1.1. Production and Post-Production 205
8.5.1.2. Theatrical Presentation 207
8.5.1.3. Location Based Entertainment 208
8.5.2. 3D Requirements to Satisfy this Market 209
8.5.2.1. Source Material 209
8.5.2.2. Formats and Standards 210
8.5.2.3. Display Requirements 210
8.5.3. Current State of the 3D Market 211
8.5.4. Market Forecasts 213
8.5.4.1. 3D Display Revenues for Cinema and Location-Based Entertainment 215
8.5.5. Major Players in This Market Segment 216
8.6. Medical & Dental 217
8.6.1. Description of the 2D and 3D market 218
8.6.1.1. Minimally Invasive Surgery 219
8.6.1.2. MR/CT and other 3D imaging technologies 219
8.6.1.3. Dental 220
8.6.1.4. Medical Training 221
8.6.2. 3D Requirements to Satisfy this Market 223
8.6.2.1. Source Material 223
8.6.2.2. Formats and Standards 223
8.6.2.3. Display Requirements 225
8.6.3. Current State of the 3D Market 225
8.6.4. Market Forecasts 226
8.6.5. Major Players in This Market Segment 229
8.7. Automotive and Other CAD Design 230
8.7.1. Description of the 2D and 3D market 231
8.7.1.1. Automotive Design 232
8.7.1.2. Aviation Design 233
8.7.1.3. Architecture, Engineering and Construction 236
8.7.1.4. Other CAD Design 237
8.7.2. 3D Requirements to Satisfy this Market 238
8.7.2.1. Source Material 238
8.7.2.2. Formats and Standards 238
8.7.2.3. Display Requirements 238
8.7.3. Current State of the 3D Market 239
8.7.4. Market Forecasts 239
8.7.5. Major Players in This Market Segment 241
8.8. Data Visualization 242
8.8.1. Description of the 2D and 3D market 242
8.8.1.1. Computational Fluid Dynamics 247
8.8.1.2. Oil and Gas Exploration 249
8.8.1.3. Molecular Design & Biochemistry 249
8.8.1.4. Astronomy and Astrophysics 250
8.8.1.5. Geospatial analysis 251
8.8.2. 3D Requirements to Satisfy this Market 255
8.8.2.1. Source Material 255
8.8.2.2. Formats and Standards 256
8.8.2.3. Display Requirements 256
8.8.3. Current State of the 3D Market 256
8.8.4. Market Forecasts 258
8.8.5. Major Players in This Market Segment 260
8.9. Other 3D Markets 262
8.9.1. Gambling and Pinball Machines 262
8.9.2. Other Industrial Applications 263
8.9.3. City Planning 265
8.9.4. Meteorology 266
8.9.5. Airport Operations and Air Traffic Control 267
8.9.6. Military 268
8.9.7. Police, Fire and Security 272
9 3D Display Market Opportunity 275
9.1. Market Opportunity by Application Category 276
9.1.1. Consumer 276
9.1.2. Professional 277
9.2. Market Opportunity By Display Size 278
9.2.1. Small Screen 278
9.2.2. Mid-Sized Screens 279
9.2.3. Large-Screen 280
9.3. Market Opportunity By Display Technology 281
9.3.1. Stereoscopic 281
9.3.2. Autostereoscopic 282
9.3.3. Volumetric 283
9.4. Total Market Opportunity 283
10 Roadmaps for Future Developments 287
10.1. Image Generation 287
10.2. Formats and Standards 288
10.3. Display Technology 289
10.4. Applications 290
11 Appendix A: 3D Workshop 291
11.1. 3D Workshop Agenda 291
11.2. Summary of 3D Workshop 292
11.2.1. Summary of the Conference Sessions 292
11.2.2. Exhibitor Highlights. 294
12 Appendix B: Profiles 296
12.1. 3D-IP/Cobalt Entertainment 296
12.2. Actuality Systems, Inc. 297
12.3. Barco 298
12.4. Christie 299
12.5. DDD 300
12.6. Deeplight 301
12.7. eMagin Corporation 302
12.8. Fakespace Systems, Inc. 303
12.9. Holografika 304
12.10. INFITEC Gmbh 306
12.11. Kodak 307
12.12. Lightspace Technologies 308
12.13. Lightspeed Design Group 309
12.14. NewSight (X3D Technologies (DDD), 4D-Vision, Opticality) 310
12.15. NuVision (MacNaughton, Inc.) 311
12.16. Nvidia Corporation 312
12.17. Ocuity 313
12.18. Pavonine Inc. 314
12.19. Philips 3D Solutions 315
12.20. Planar Systems - Fergason Patent Properties 316
12.21. RealD (Stereographics) 318
12.22. Seereal Technologies Gmbh 319
12.23. Sensio 320
12.24. Sharp 321
12.25. TDVision Systems 322
12.26. Virtra Systems 323
13 Appendix C: Companies in 3D 325

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