GB2506696A - Converting image data into real, non-virtual, three dimensional objects - Google Patents

Converting image data into real, non-virtual, three dimensional objects Download PDF

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Publication number
GB2506696A
GB2506696A GB1220730.4A GB201220730A GB2506696A GB 2506696 A GB2506696 A GB 2506696A GB 201220730 A GB201220730 A GB 201220730A GB 2506696 A GB2506696 A GB 2506696A
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screen
dimensional
lux
coil
proportional
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GB201220730D0 (en
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Oscar Moya Lledo
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    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09FDISPLAYING; ADVERTISING; SIGNS; LABELS OR NAME-PLATES; SEALS
    • G09F9/00Indicating arrangements for variable information in which the information is built-up on a support by selection or combination of individual elements
    • G09F9/30Indicating arrangements for variable information in which the information is built-up on a support by selection or combination of individual elements in which the desired character or characters are formed by combining individual elements
    • G09F9/37Indicating arrangements for variable information in which the information is built-up on a support by selection or combination of individual elements in which the desired character or characters are formed by combining individual elements being movable elements
    • G09F9/372Indicating arrangements for variable information in which the information is built-up on a support by selection or combination of individual elements in which the desired character or characters are formed by combining individual elements being movable elements the positions of the elements being controlled by the application of an electric field
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/388Volumetric displays, i.e. systems where the image is built up from picture elements distributed through a volume
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/388Volumetric displays, i.e. systems where the image is built up from picture elements distributed through a volume
    • H04N13/395Volumetric displays, i.e. systems where the image is built up from picture elements distributed through a volume with depth sampling, i.e. the volume being constructed from a stack or sequence of 2D image planes

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Control Of Indicators Other Than Cathode Ray Tubes (AREA)

Abstract

Conversion of image data into real, non-virtual, 3D (three dimensional) objects is achieved by using a depth vision camera 14 that is connected to a computer or CPU (central processing unit) 13 that uses software that converts depth data into proportional levels of lux or luminance displayed in a two dimensional screen 8, and delivers an electric pulse to a linear actuator solenoid, where the mark space ratio of the electric pulse is determined by, and proportional to, the lux level displayed in the two dimensional screen. The stroke of the actuators coil is proportional to the level of lux displayed on the screen. The coil is attached to a button 5. The device may have a matrix of pixels where each pixel contributes to the overall 2D to real 3D conversion. Each pixel may have its own battery supply or there may be a single power supply for the whole matrix.

Description

DESCRIPTION
TITILE OF INVENTION: MACHINE, MANUFACTURE AND DISPLAY METHOD FOR CONVERTING TWO DIMENSIONAL OBJECTS INTO REAL, NON-VIRTUAL, THREE DIMENSIONAL OBJECTS
BACKGROUND OF THE INVENTION
The invention pertains to a an electronic screen for converting two dimensional (2D) objects into three dimensional (3D) objects.
The present invention is called S3D (Screen in three dimensions) and provides a method for converting 2D (2 dimensional) images into their real, non-virtual, 3D (three dimensional) objects. S3D' is also a method of manufacture capable of manufacturing a screen that converts 2D (2 dimensional) images into their real 3D (three dimensional) objects.
Problem that this invention resolves: All current methods for creating 3D remain virtual, holographic, two dimensional objects that look like 3D but are really flat in nature. All current methods that attempt to create 3D objects from 2D objects fail because the resulting objects are still 2D as it is contained within a flat, 2D screen.
What this invention does and how does it resolve the above problem: The present invention converts 2D objects into real 3D objects. A limitation of the present invention however is that it is unable to recreate a 3D object fully, as an independent object that whose three dimensionality can be perceived from every possible angle. Instead, the 3D objects created by this invention emerge from a 2D screen and consequently remain necessarily attached to the screen which prevents a full 3D representation. However, the 3D representation achieved by this invention is sufficient to permit the user appreciate the object in 3D.
ESSENTIAL FEATURES OF THE INVENTION
The present invention is called S3D (Screen in three dimensions) and provides a method for converting 2D (2 dimensional) images into real, non-virtual, 3D (three dimensional) objects. S3D' is also a method of manufacture capable of manufacturing a screen that converts 2D (2 dimensional) images into their real 3D (three dimensional) representations. S3D' is the screen and display method provided in the present invention, wherein, the screen is a matrix of pixels.
The 2D to real 3D conversion is achieved by using a depth vision camera that is connected to a computer or CPU (central processing unit) that uses software that converts the depth data into proportional levels of lux displayed in a two dimensional screen, and delivers an electric pulse to a linear actuator solenoid, where the mark space ratio of the electric pulse is determined by, and proportional to, the lux level displayed in the two dimensional screen. The computer used should ideally be a portable one, like one integrated on a mobile phone, a tablet, or a laptop.
S3D therefore relies in the use of a depth camera and the described software. Such depht vision cameras (Figure 6 number ref.4) and complimentary software are already on the market and widely used. They are able to provide a depth map in realtime (30 fps) that indicates which objects are near versus far in the given scene by way of representing depth data in the form of different levels of lux displayed in the 2D screen.
S30 is a matrix of pixels [for instance, 18 pixels per column x 10 pixels per rows = pixels] where each pixel contributes to the overall 2D to real 3D convertion Such pixel contribution involves each pixel analysing the lux level displayed on the 2D screen so that an electric pulse,whose mark space ratio is determined by the lux level displayed in the 2D screen, energizes a linear actuator solenoid so that the solenoid's stroke is proportional to the level of lux in the 2D screen, thus generating a directly proportional spatial representation of the lux level.
The combination of all pixels in 530 matrix working independently but altogether at once generate a real three dimensional pixelated representation of the objects displayed in the 2D screen, thus permitting a user to interact with the 2D object as it can now be touched and felt because it has now a real physical presence.
530 is an accessory to any 2D screen, for instance a mobile phone screen, computer tablet screen, a television screen or a laptop or desktop computer screen and is to be designed to be fastened tightly to the particular 20 screen and to cover the full surface of the particular 2D screen on which S3D is to be used.
INTRODUCTION TO THE DRAWINGS
Figures 1 and 2 show Circuit 1 which coverts different levels of lux (coming from a 2D screen -see ref.n. 8 in Figures 3 and 4), into proportional levels of electric output. Circuit 1 is located at the base of every single S3D pixel (see n.7 in Figures 3 and 4).
[DEl is located so that it directly faces the 20 screen. The reason for such location is obvious: LDR1 is a light sensor and needs to be so located so that it can sense the lux levels from the 20 screen.
Circuit 1 (contained in the box with ref n. 7 in Figures 3 and 4) lies in between the 20 screen and the rest of the pixels. The rest of the pixel is basically a solenoid (figures 3 and 4 ref.
n. 2&3 (electromagnet) and 4 (coil)). Connecting circuit one with the solenoid there is an analogue power feed from circuit 1 to electromagnet -see ref.n. 1 in Figures 3 and 4.
Figure 3 shows a cross-section lateral x-ray view of a single S3D pixel in resting position.
Total resting position occurs when LDFI1 senses high levels of lux in the 2D screen thus resisting Circuit 1 from energising the power feed that connects it to the electromagnet and consequently the coil,and the button, will remain static. Please note that in Modes Two and Three (explained below) resting position can occur when LDR1 senses low levels lux in the 2D screen.
Figure 4 shows a cross-section lateral x-ray view of a single S3D pixel in operation.
Operation occurs when LDR1 senses low degrees of lux in the 2D screen thus not resisting Circuit 1 from energising the power feed that connects it to the electromagnet and consequently the coil,and the button, will move upwards. Please note that in Modes Two and Three (explained below) operating position can occur when LDR1 senses high levels of lux in the 2D screen.
Figure 5 shows a cross-section frontal X-ray view of 9 pixels. A non cross-section frontal view would obviously only show the buttons.
Figure 6 shows the cross-section lateral view of S3D attached to a computer (for instance a tablet, laptop or mobile phone) screen. S3D is showed in operation and we can appreciate some pixel buttons protruding while others remain stationary. buttons protrude proportionally to the darkness displayed in their corresponding part of the 2D screen, while stationary buttons belong to pixels sitting on top of a section of the 2D screen that is totally dark (no lux) at that moment in time. The computer is attached to a depth vision camera (see ref n. 14)
EXAMPLES OF HOW THE INVENTION MAY BE PERFORMED
There are different possible modes of carrying out this invention and manufacture. I describe below the best modes of carrying out the invention: MODE ONE: The Drawings only describe Mode One of carrying out and manufacturing this invention. In this mode each pixels is totally independent from the rest and powered by its own battery supply, so that each pixel generates a varying voltage proportional to lux, to energise a suitable coil with actuator. in this mode each pixel contain: (a) light sensor-integrated electrical circuit, and (b) linear actuator solenoid.
For Mode One to work the video settings of the depth camera must be such that the 2D objects displayed are darker when the depth is less.
MODE TWO.
Using a CPU would save us the need of using independent batteries for each pixels as the electric pulse could be achieved by using a CPU to control all pixels in the matrix at the same time. In this case the CPU would provide further control by driving the actuator very smoothly and accurately as the input value changes. The CPU or electronic driver board could process the analogue input and control the power for movement in order to better process a varying analogue signal direct.
Such driver board could also have connections for taking a direct analogue input (0- 1 Ov or 4-2OmA) which could then be fed into a drive circuit amplifier which converts analogue position request via power transistors to power the actuator. Another advantage of using a CPU is that we could even include some control over the system, for instance we could adjust the solenoid levels to light ratio using a pseudo brightness control. An additional advantage of using a CPU is that a single power source would energise all pixels and provide a more powerful input of energy than single batteries can provide in Mode One of manufacture proposed. This availability of higher power supply will permit the manufacture of S3Ds with longer linear actuators able to generate longer strokes, resulting in a much wider array of lux shadings finding their proportional representations in distance terms as applied by the actuators' strokes, thus resulting in a S3D matrix of pixels able to provide a much higher definition of detail in the resulting 3D object.
MODE THREE
In place of using Circuit 1 (drawings page 1) we could use an absolute light power intensity measurement, the most suitable one for this invention would be the calibrate power meter called Photodiode power Sensor' , which generate a power in Watts dependant on the incident light intensity. This output power would directly energise the coil with actuator (Drawings page 2) with no need for Circuit 1. In this case, however note that in total dark the actuator would be fully retracted, and as light increases actuator would expand. Consequently if each 3D pixel were to use a Photodiode power Sensor the video settings of computer software for the depth camera needs to be reversed so that the 2D objects displayed would be lighter when the depth is less.
Mode 3 can be used in conjunction with Mode 2.
MODE ONE
This patent application including the Description and Drawings, describe how to manufacture S3D using MODE ONE and how to operate it Steps to operate S3D 1. A depth camera is connected to a computer with softwared installed able to display in a darker array of shades those objects that are closer to it, and in lighter shades those objects further from it. The background will be totally light. Additionally and although not necessary for S3D to operate, S3D would work best if we could use a depth camera that operates with motion capture without trackers' software, like the one used in inverse kinematics or similar methods, which display real time pose reconstruction of the main object as it tracks exclusively the animated object discriminating all background altogether. As the depth camera, the way it can be configured to satisfy S3D, and motion capure without trackers are all existing and patented inventions I will not enter to describe their workings here.
2. The depth camera records, in real time, and the recording is displayed in a computer or television screen (two dimensional 20' screen) 3. S3D is positioned on top of the 2D screen(n. 8 in Figures 3 & 4), with the LDR1s (n. 6 in Figures 3 & 4) facing directly the 2D screen) See also Figure 6: n.1 and n.5) 4. S3D starts operating (see Figure 4 & 6). How does S3D operate? Figures 1 to 4 of the drawings describe the contents and workings of a single pixel of the matrix that is S3D.
Circuit 1 (Figure 1 and Figure 2 of the Drawings) is configured to energise a linear actuator solenoid (Figures 3 and 4) in direct proportion to the lux perceived in such manner that the less lux perceived by LOR1 (light sensor) in Circuit 1, the more energy the actuator will be fed with.
As the Coil (see n.4 of Figures 3 &4) is solded to a stick with a T-shaped button on the top ((see n.5 of Figures 3 &4), the darker the 2D screen on which the pixels sits, the more energy the actuator is fed by Circuit 1, and the higher up the button will travel (see Figure 4: 3D pixel in operation where n.5 -button-is moving upwards relative to the stationary 20 screen and S3D.
The distance (or actuator's stroke) travelled by the button is directly proportional to the level of darkness displayed by the depth camera in the 2D screen. Many S30 pixels working combine at once to create a real representation of the animated object/s displayed in the 20 screen Obviously, sections of the 20 screen that at any given moment in time happen to be completely light (not dark) will not trigger S3D pixels that sit on top of those sections, and consequently the buttons of those pixels will remain completely stationary.
S30 is designed as an accessory to any 20 television or computer screen. It is designed to be an add-on that clicks right on top of any 20 screens and is also designed to cover the full surface of a 2D screen. S3D must click on a 20 screen very tightly so that no light can possibly leak in between both screens. Any small leak of light would impede the operation or proper operation of S3D.
Each of S3D pixels act totally independent from the rest of the pixels. This is achieved by each pixel being powered by its own independent battery.
S3D is a matrix divided in pixels. The pixels are shaped as rectangular boxes or cuboids. The rectangules could be about 1 inch long and its width could be approximately 0.25 inches. However, the smaller the better because S3D should be built using as many pixels as possible as the more the number of pixels that we could fit into S3D the higher the level of three dimensional resolution/detail of the 3D resulting object. The number of pixels is however limited by the size of the components that every pixel must contain, therefore, ideally, the smallest possible miniature components permitted by current technology should ideally be used. As an example, if we have a 2D screen that measures 10 (length) x 4 (width) inches = 40 square inches of viewable area, S3D should then be built with at least 160 pixels so that it covers the entire viewable area of this 2D screen.
Alternatively, if Mode 2 and/or Mode 3 of manufacturing S3D would be used, individual batteries would not be needed to power each pixel independently and a single power supply would feed all pixels. In this case longer pixels could be used that would be able to provide a higher level of longitudinal resolution, that is, the longer the stroke of the actuator, the higher the button can travel, the more detailed the representation of the 3D object The components in every pixel are: IDrawings: Circuit 1: Figures 1 and 2] * 10K potentiometer [RV1], * 150 ohms resistor[R1 AND R2] * BC547 transistor or any general purpose transistor [Q1] * 5v battery[V1] * light dependent resistor LDR1 (. It must be analogue so that the resulting values can continuously change depending on the incoming different degrees of lightness. The higher the level of incoming light, the lower its resistance and viceversa. The LDFI1 must be positioned facing the 2D screen (See n.6 in Figures 3 and 4) * Electric cables connecting the circut FIGURE 1: CIRCUIT 1 So that the [DR voltage or current is sufficient to drive the transistor we need to develop a voltage divider network as shown in Figure 1 RV1 (variable) is used to set the threshold of the light intensity.
RV1 = square root (Rmin*Rmax) = lOKohms.
Whenever the light falling on LDR1 reaches its threshold, [DR1 shows its minimum resistance (H OOohms) and the voltage drop across the [DR1 is less than VBE of the transistor (Qi). Therefore the transistor Qi is in off state and at the output side no Ic current will flow through the electromagnet. So, the electromagnet is off.
When no light falls on the LDR1, it shows its maximum resistance and the voltage drop across [DR1 is greater than VBE of the transistor 01. Now the transistor enters into ON state and at the output side Ic current will flow through the electromagnet. So, the electromagnet is ON.
Calculation of Rc resistance: see Figure 1 (collector resistance calculation) When the transistor is on the Ic current will flow through the electromagnet. Here the electromagnet is load which requires 1 OmA-2OmA to be fully operational. Here I took load current as 1 OmA.
From Figure 1: 1) Voltage source = 5V.
2) Electromagnet on voltage = 2V.
3) When transistor is full on, Vce(sat) = O.4V Therefore R = V/I = (5 -2 -0.4) 10111 = 260 ohms.
Safety measure: I place a resistor in front of the base of the transistor.
When the RV1 is equal to zero, the Rb fixed resistor protects the transistor from excessive base current (which would destroy it).
To calculate this Rb resistor, I check out the datasheet of the BC547 transistor for max lB current.
Base-Emitter Saturation Voltage VBE(sat) = ( 700 my) IB=0.5mA, IC=lOmA VBE (sat) = (900 my) ; IB=SmA, IC=lOOmA If we took load current as lOmA --> VBE = 0.7V.
L7RR 0.7 = =t4Kohnis.
LB
It is not possible to get exact 1.4Kohms, so we can take 1.5Kohms.
FIGURE 2: (Complete AUTOMATIC LIGHT CONTROL USING LDR CKT). Figure 2 includes the following components: * 10K potentiometer [RV1], * 150 ohms resistor[R1 AND R2] * BC547 transistor or any general purpose transistor [Q1] * 5v battery[V1] * light dependent resistor: LDR1 (. It must be analogue so that the resulting values can continuously change depending on the incoming different degrees of lightness. The higher the level of incoming light, the lower its resistance and viceversa.
Drawings -Figures 3 and 4 Components: * Analogue power feed (from Circuit 1 to feed the electromagnet) * Coil * Electromagnet * T-shaped button with stick solded to coil Drawings -Figure 5 Shows a frontal X-ray view of 9 pixels. The non X-ray frontal view would obviously only show the buttons.
Drawings -Figure 6 Shows the lateral view of S3D plugged onto a mobile or laptop screen. S3D is showed in operation and we can appreciate some pixel buttons protruding while others remain stationary. buttons protrude proportionally to the darkness displayed in the laptop screen, while stationary buttons belong to pixels sitting on top of a section of the 2D screen that is totally dark at that moment in time.
COMMERCIAL AND INDUSTRIAL APPLICABILITY OF S3D
Possible applications of S3D are many, inter alia: -the visually impaired will benefit from S3D when walking indoors or outdoors as they will be able to feel with their fingertips those objects that become closest to them as they walk. By pointing the portable computer (for instance a tablet or mobile phone computer, integrated with S3D and with a depth vision camera and corresponding software) in a particular direction, the buttons in S3D will move up and down to recreate the thee dimensional environment that exists at any moment in time, in the direction where the computer and S3D are pointed, thus making his or her walk outdoors or indoors, a much safer and enjoyable journey for the visually imparied.
-the ability to feel with our fingertips objects displayed in our computer screens. As today computers are increasingly portable and even integrated within mobile phones, S3D has the potential to be widely used. As depth cameras use infrared technology and S3D uses a depth camera, S3D gives users, at their fingertips, a three dimensional representation of the objects around them, whether it is day or night. Therefore many, and not only the visually impaired, will purchase S3D as an accesory to their portable computers or mobile phones so that they can feel' objects at night and prevent accidents.
-the ability to feel animated silhouettes and features of others over the distance during real-time online face to face communications/conferencing, for instance between family members using real-time face to face online communication systems This application will benefit not only the visually impaired but everyone.
-An additional application will be within the porn industry.

Claims (7)

  1. CLAIMS1. a method of conversion and a method of manufacture capable of manufacturing a screen for converting two dimensional objects into real, non-virtual, three dimensional objects, in which such conversion is achieved by a method that involves the use of a depth vision camera that is connected to a computer or CPU (central processing unit) that uses software that converts the depth data gathered by the depth camera into proportional levels of lux displayed in a two dimensional screen and delivers an electric pulse to a linear actuator solenoid, where the mark space ratio of the electric pulse is determined by, and proportional to, the lux level displayed in the two dimensional screen, so that the stroke of the actuator's coil is proportional to the level of lux displayed in the two dimensional screen, and where the coil is attached to a button so that the coil's stroke distance propels the button at a distance that is directly proportional to the lux level.
  2. 2. a machine for converting two dimensional objects into real, non-virtual, three dimensional objects, according to claim 1, in which the machine is a matrix made out of three dimensional pixels and each pixel contains its own linear actuator and its own individual mechanism to convert lux levels, from a two dimensional screen, into proportional electric pulses that cause the actuator to generate a stroke distance that is directly proportional to the lux level, where the combination of all three dimensional pixels in the matrix working at once is able to generates a real three dimensional pixelated object Is representation of the object/s displayed in a two dimensional screen.
  3. 3. an accessory to any two dimensional computer or mobile phone screen with integrated computer, according to any of the preceding claims, that is designed to be tightly fit onto such two dimensional screen wherein the accesory's surface area covers the full surface of the two dimensional screen so that no light can possibly leak-in in between the two dimensional screen and the accessory.
  4. 4. a machine, a method of manufacture, a method of converting, an accessory, a screen and display method according to any of the preceding claims, in which its method of manufacture or operation can be performed using three different possible alternative modes:Mode One, Mode Two, and Mode Three.
  5. 5. a machine, a method of manufacture, a method of converting, an accessory, a screen and display method according to any of the preceding claims, in which, in Mode One of operation or manufacture each pixel is totally independent from the rest and powered by its own battery supply, so that each pixel generates, with the help of its own light sensor-integrated electrical circuit, a varying voltage proportional to lux, that energises its own suitable coil with a linear actuator solenoid and where the coil is attached to a button so that the coil's stroke distance propels the button at a distance that is directly proportional to the lux level.
  6. 6. a machine, a method of manufacture, a method of converting, an accessory, a screen and display method according to any of the preceding claims, in which Mode Two of operation or manufacture uses a CPU (central processing unit) to control a single power supply for the entire matrix of pixels instead of using independent batteries for each pixel, and where the CPU is able to control all pixels in the matrix at once and to drive the actuator very smoothly and accurately as the input values change, and where the CPU allow the actuators to stay put at any given stroke level even when the user applies hand pressure onto the pixels' buttons.
  7. 7. a machine, a method of manufacture, a method of converting, an accessory, a screen and display method according to any of the preceding claims, in which Mode Three of manufacture or operation, in place of a light sensor and its integrated electrical circuit, uses a Photodiode power Sensor' to energise the actuator with a varying voltage proportional to lux displayed in a two dimensional screen and where the coil is attached to a button so that the coil's stroke distance propels the button at a distance that is directly proportional to the lux level.
GB1220730.4A 2012-10-08 2012-11-19 Converting image data into real, non-virtual, three dimensional objects Withdrawn GB2506696A (en)

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GBGB1218024.6A GB201218024D0 (en) 2012-10-08 2012-10-08 Screen in three dimensions

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP3425907A1 (en) * 2017-07-03 2019-01-09 Vestel Elektronik Sanayi ve Ticaret A.S. Display device and method for rendering a three-dimensional image

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0268587A (en) * 1988-09-03 1990-03-08 Akihiro Fujimura Three-dimensional shape display device
US6462840B1 (en) * 1999-05-17 2002-10-08 Grigory Kravtsov Three dimensional monitor and tactile scanner
US20080143696A1 (en) * 2000-06-15 2008-06-19 Mark Goulthorpe Display system
DE102009019400A1 (en) * 2009-04-29 2010-11-04 Audi Ag Device for designing show stage for presentation of e.g. three-dimensional-object, has design pins arranged and shiftably controlled parallel to each other such that shape of visible side of stage wall is changed

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0268587A (en) * 1988-09-03 1990-03-08 Akihiro Fujimura Three-dimensional shape display device
US6462840B1 (en) * 1999-05-17 2002-10-08 Grigory Kravtsov Three dimensional monitor and tactile scanner
US20080143696A1 (en) * 2000-06-15 2008-06-19 Mark Goulthorpe Display system
DE102009019400A1 (en) * 2009-04-29 2010-11-04 Audi Ag Device for designing show stage for presentation of e.g. three-dimensional-object, has design pins arranged and shiftably controlled parallel to each other such that shape of visible side of stage wall is changed

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP3425907A1 (en) * 2017-07-03 2019-01-09 Vestel Elektronik Sanayi ve Ticaret A.S. Display device and method for rendering a three-dimensional image
WO2019007539A1 (en) * 2017-07-03 2019-01-10 Vestel Elektronik Sanayi Ve Ticaret A.S. Display device and method for rendering a three-dimensional image
US11259011B2 (en) 2017-07-03 2022-02-22 Vestel Elektronik Sanayi Ve Ticaret A.S. Display device and method for rendering a three-dimensional image

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GB201218024D0 (en) 2012-11-21

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