Understand 3D Films: Learn About the Principle of Polarization

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SUMMARY

This discussion focuses on the principles of polarization used in 3D films, specifically the use of circular polarization and its implementation in cinema glasses. Participants confirm that 3D glasses utilize left and right circular polarizers to ensure each eye sees a distinct image, enhancing the stereoscopic effect. The conversation also touches on the technology behind screens that maintain polarization and the differences between active and passive 3D glasses, including their respective advantages and disadvantages. Key points include the necessity of specialized screens, such as silver screens, to preserve polarization during projection.

PREREQUISITES
  • Understanding of circular polarization and its application in optics
  • Familiarity with 3D film technology and stereoscopic imaging
  • Knowledge of the differences between active and passive 3D glasses
  • Awareness of screen materials used in 3D projection, such as silver screens
NEXT STEPS
  • Research the principles of circular polarization in optics
  • Explore the differences between active and passive 3D glasses technology
  • Investigate the role of silver screens in maintaining polarization during film projection
  • Learn about the effects of head movement on 3D perception and how technology compensates for it
USEFUL FOR

Filmmakers, optical engineers, and anyone interested in the technology behind 3D cinema and its viewing experience.

  • #31
mgb_phys said:
Circular polarizers are a bit of a min-nomer.
They are really linearly polarized and then have a quarter wave plate to rotate the polarization.

You use circular polarizers because two different linear polarizations would have different effects on reflection from the screen or reflective objects in the shot.

A quarter wave plate turns the incoming circularly polarized light into linearly polarized light. Left-hand circular and right-hand circular will end up oriented 90 degrees from each other. Then you can selectively block one with a linear polarizer. Thus, the 3D glasses consist of a quarter wave plate followed by a linear polarizer.

The main reason for using circular polarization is so that each eye still gets the correct image even if you tilt your head.
 
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  • #32
LostConjugate said:
Wouldn't those people have the same problem with their normal vision. When all is said and done the 3D technology is no different then how we see 3D all around us. We see two different images with different angles.

Yes, many people just don't have (or use) binocular vision. Giving them two stereo images won't portray a 3D effect. Stereo is not 3D - it's stereo.

But all of us get 3D information from other clues than binocular vision, like parallax when moving your viewpoint (moving the head) and contrast; distant objects are subject to scattering effects more than near objects (I think it was called 'perspective of light' by the old painters). Stereo only carries two images and it can be very striking at times but very much gives a feeling of 'layers', rather than natural 'depth'. You can see this effect even through large binoculars, which produce an exaggerated / artificial stereo effect due to the effective wider spacing of you eyes and the magnification of the image.

The stereo system cost is around twice that of a single image. Also, to get a 'good' pictorial effect for every scene in Stereo, you have to make significant compromises in the composition, depth of focus and layout - which actually restricts you quite severely at times.
Yes, it's a potentially very dramatic medium in certain appropriate circumstances but it certainly isn't what it's been cracked up to be. Big, sharp, bright pictures with good colourimetry are what is needed most of the time and, of course, Good Programme Material.
 
  • #33
sophiecentaur said:
[...]colourimetry [...] Programme [...]

Ah... now I understand your 'plug-and-chug' comments. cheers!
 

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