
Process type
digital and print
Film and television, print production
Computer software
Movies, television shows, social media, printed images
With the increase of films released in 3D, 2D to 3D conversion has become more common. The majority of non-CGI stereo 3D blockbusters are converted fully or at least partially from 2D footage. Even Avatar contains several scenes shot in 2D and converted to stereo in post-production.[3] The reasons for shooting in 2D instead of stereo are financial, technical and sometimes artistic:[1][4]
Even in the case of stereo shooting, conversion can frequently be necessary. Besides the mentioned hard-to-shoot scenes, there are situations when mismatches in stereo views are too big to adjust, and it is simpler to perform 2D to stereo conversion, treating one of the views as the original 2D source.
Quality semiautomatic conversion[edit]
Depth-based conversion[edit]
Most semiautomatic methods of stereo conversion use depth maps and depth-image-based rendering.[4][5]
The idea is that a separate auxiliary picture known as the "depth map" is created for each frame or for a series of homogenous frames to indicate depths of objects present in the scene. The depth map is a separate grayscale image having the same dimensions as the original 2D image, with various shades of gray to indicate the depth of every part of the frame. While depth mapping can produce a fairly potent illusion of 3D objects in the video, it inherently does not support semi-transparent objects or areas, nor does it represent occluded surfaces; to emphasize this limitation, depth-based 3D representations are often explicitly referred to as 2.5D.[6][7]
These and other similar issues should be dealt with via a separate method. [6][8][9]
Automatic conversion[edit]
Depth from motion[edit]
It is possible to automatically estimate depth using different types of motion. In case of camera motion, a depth map of the entire scene can be calculated. Also, object motion can be detected and moving areas can be assigned with smaller depth values than the background. Occlusions provide information on relative position of moving surfaces.[15][16]
Depth from focus[edit]
Approaches of this type are also called "depth from defocus" and "depth from blur".[15][17] On "depth from defocus" (DFD) approaches, the depth information is estimated based on the amount of blur of the considered object, whereas "depth from focus" (DFF) approaches tend to compare the sharpness of an object over a range of images taken with different focus distances in order to find out its distance to the camera. DFD only needs two or three at different focus to properly work, whereas DFF needs 10 to 15 images at least but is more accurate than the previous method.
If the sky is detected in the processed image, it can also be taken into account that more distant objects, besides being hazy, should be more desaturated and more bluish because of a thick air layer.[17]
Depth from perspective[edit]
The idea of the method is based on the fact that parallel lines, such as railroad tracks and roadsides, appear to converge with distance, eventually reaching a vanishing point at the horizon. Finding this vanishing point gives the farthest point of the whole image.[15][17]
The more the lines converge, the farther away they appear to be. So, for depth map, the area between two neighboring vanishing lines can be approximated with a gradient plane.
3D quality metrics[edit]
PQM[edit]
PQM[18] mimic the HVS as the results obtained aligns very closely to the Mean Opinion Score (MOS) obtained from subjective tests. The PQM quantifies the distortion in the luminance, and contrast distortion using an approximation (variances) weighted by the mean of each pixel block to obtain the distortion in an image. This distortion is subtracted from 1 to obtain the objective quality score.
HV3D[edit]
HV3D[19] quality metric has been designed having the human visual 3D perception in mind. It takes into account the quality of the individual right and left views, the quality of the cyclopean view (the fusion of the right and left view, what the viewer perceives), as well as the quality of the depth information.