Understand 3D Films: Learn About the Principle of Polarization

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Discussion Overview

The discussion centers around the principles of polarization in 3D films, exploring how polarized glasses enhance the viewing experience. Participants examine the technical aspects of polarization, the types of polarizers used, and the implications for viewing 3D content.

Discussion Character

  • Technical explanation
  • Debate/contested
  • Exploratory

Main Points Raised

  • Some participants suggest that the glasses used for 3D films are polarized, allowing each eye to see a different image from left and right cameras.
  • There is mention of linear versus circular polarization, with some arguing that cinema glasses are typically circular polarized to avoid issues with reflections.
  • One participant proposes a method to test polarization by turning the lenses of glasses, noting that this could demonstrate the effects of polarization.
  • Concerns are raised about the standardization of polarization definitions, with conflicting conventions in different fields such as physics and engineering.
  • Some participants discuss the engineering behind maintaining polarization during reflection off screens, suggesting that specialized screens may be necessary.
  • The concept of the Pulfrich effect is introduced as a way to achieve a sense of depth with different lens brightness, though it is not directly related to polarization.
  • There is a critique of the terminology used in describing 3D films, with one participant arguing that they are more accurately described as stereoscopic rather than true 3D.

Areas of Agreement / Disagreement

Participants express a mix of agreement and disagreement regarding the types of polarization used in 3D films and the implications of these choices. There is no consensus on the definitions or standards related to polarization in different contexts.

Contextual Notes

Some participants note limitations in their understanding of how polarization is maintained during reflection and the specific technologies used in modern 3D displays, indicating a need for further exploration of these topics.

  • #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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