JP2012253472A - Three-dimensional camera - Google Patents

Three-dimensional camera Download PDF

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JP2012253472A
JP2012253472A JP2011122986A JP2011122986A JP2012253472A JP 2012253472 A JP2012253472 A JP 2012253472A JP 2011122986 A JP2011122986 A JP 2011122986A JP 2011122986 A JP2011122986 A JP 2011122986A JP 2012253472 A JP2012253472 A JP 2012253472A
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camera
hmd
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camera device
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Yoshihiko Kitamura
北村嘉彦
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Abstract

PROBLEM TO BE SOLVED: To provide a 3D camera which is capable of photographing while keeping a stereoscopic effect even in zooming to a remote subject.SOLUTION: In response to change in zoom magnification, an interval between two objective lenses is automatically adjusted to properly obtain the binocular parallax of a subject, thereby allowing for photographing a moving image or a still image of even a remote matter in zooming photographing, without losing a stereoscopic effect. Furthermore, when photographing, a diaphragm is adjusted manually to change the depth of field, thereby removing discomfort in the image of a peripheral portion.

Description

本発明は、3Dカメラのデザインに関する。 The present invention relates to the design of 3D cameras.

市販されている民生用3Dカメラ(ビデオカメラを含む)において、視聴者に立体的印象を与える要素は主に次の2つである。
A.距離に応じた複数レイヤー生成による奥行き感(書き割りを並べたようになるケースを含む)
B.特定物体についての左右両眼像の差異によるその物体の立体視
In commercially available 3D cameras for consumer use (including video cameras), there are mainly two factors that give viewers a three-dimensional impression.
A. Depth sensation by generating multiple layers according to distance (including cases where writing is arranged side by side)
B. Stereoscopic view of a specific object due to the difference between left and right binocular images

現状、市販3Dカメラにおいては、2つのレンズ間隔を抑える(人間の目の間隔以下)デザインが主流であり、4,5メートル以下の対象に対してはBによる特定物体の立体視は得られるが、やや遠方のものになるとAの立体感しか得られず、書き割りを並べたような状態となり、子供雑誌の付録のおもちゃとしてはともかく、映像資産としてはあまり価値がないものとなってしまう。 At present, in commercial 3D cameras, the design that suppresses the distance between the two lenses (less than the distance between human eyes) is the mainstream, and for objects of 4 or 5 meters or less, stereoscopic vision of a specific object can be obtained with B. If it is a little far away, only the three-dimensional feeling of A can be obtained, and it will be in a state where the writings are arranged side by side, and it will not be very valuable as a video asset, apart from a toy in an appendix of a children's magazine.

その為、鉄道撮影や野鳥観測、演奏会収録など現在の一般ユーザのカメラ使用フィールドにおいて、まともな3D画像が撮影できるのはごく一部のシチュエーションに限定されてしまう。しかし、民生用であってもこれら様々なシーンで映像を3Dで残したいという要求はあり、それを実現してはじめて3D映像が個人の映像資産として認知され、速やかに市場に広がってゆくことにもなる。 For this reason, it is limited to only a few situations that a decent 3D image can be taken in the field of camera use for general users such as railway photography, wild bird observation, and concert recording. However, even for consumer use, there is a demand to leave video in 3D in these various scenes, and 3D video is recognized as a personal video asset only after it is realized, and will quickly spread to the market. Also become.

また現在の民生用3Dカメラでは、撮影時の画像確認方法が液晶モニタ主体で、たとえ裸眼立体視モニターでも詳細は確認しづらく、仮にファインダーを付けるにしても1個では3D確認用としては不十分であろう。 Also, with current 3D cameras for consumer use, the method of checking images at the time of shooting is mainly a liquid crystal monitor, and details are difficult to check even with autostereoscopic monitors. Even if a finder is attached, a single camera is not sufficient for 3D confirmation. Will.

本願では、やや遠方の被写体であっても、書き割りではなく要素Bによる対象物体そのものの立体視を可能とし、また撮影時の3D映像確認等の使い勝手を向上させるデザインを提示する。
In the present application, a design is presented that enables stereoscopic viewing of the target object itself by the element B, even if the subject is far away, and improves usability such as 3D video confirmation at the time of shooting.

請求項1は、3Dカメラ撮影の遠方撮影時において被写体が平面的になる、いわゆる「書き割り」風になるのを防ぐ為の方法である。 The first aspect of the present invention is a method for preventing a subject from becoming flat, that is, a so-called “writing split” style at the time of far-field photography of 3D camera photography.

請求項2は、請求項1の方式によるカメラにおいて、ズーム時、周辺部の3D合成が破綻することによる違和感を取り除く為の方法である。 A second aspect of the present invention is a method for removing a sense of incongruity caused by the failure of 3D synthesis of the peripheral portion during zooming in the camera according to the first aspect.

請求項3は、撮影時に、実際視聴する環境により近いレベルで確認でき、特に被写体の立体感をより正確に確認しながら撮影できるようにする為の方法である。 The third aspect of the present invention is a method for confirming at a level closer to the actual viewing environment at the time of photographing, and particularly enabling photographing while confirming the stereoscopic effect of the subject more accurately.

請求項4は、3Dカメラでの撮影時のローアングル、ハイアングルなどカメラ本体と接眼部が固定化されたカメラでは難しい姿勢での撮影を容易にし、また撮影した3D画像をよりよい品位で観賞する容易な手段を提供する為の方法である。 Claim 4 makes it easy to shoot in a posture that is difficult with a camera in which the camera body and eyepiece are fixed, such as a low angle and a high angle when shooting with a 3D camera, and with a better quality of the captured 3D image. It is a method for providing an easy means for viewing.

請求項5は、3D撮影時、両眼を3D撮影でふさがれている場合の撮影の安全性を高める為の方法である。
Claim 5 is a method for enhancing the safety of photographing when both eyes are blocked by 3D photographing during 3D photographing.

請求項1の発明によれば、3Dカメラ撮影の遠方撮影時において被写体が平面的になるいわゆる「書き割り」風になるのを防ぐことができる。またズームと連動するため扱いも容易である。運動会や演奏会など実際の家庭用ビデオカメラで要求される10m〜程度離れたシーンにおいても、書き割りではない被写体自体の立体視が可能な3Dで撮影することが可能となる。これにより撮影した3D画像の映像資産としての価値も高まる。 According to the first aspect of the present invention, it is possible to prevent the subject from being in a so-called “writing split” style when the subject is taken far away by the 3D camera. It is also easy to handle because it is linked with zoom. Even in a scene such as an athletic meet or a performance that is required by an actual home video camera, such as about 10 m away, it is possible to shoot in 3D, which allows stereoscopic viewing of the subject itself that is not specially written. As a result, the value of the captured 3D image as a video asset increases.

請求項2の発明によれば、請求項1の方式によるカメラにおいて、ズーム時、周辺部の3D合成が破綻することによる違和感を取り除くことができる。これにより撮影した3D画像の映像資産としての価値も高まる。 According to the invention of claim 2, in the camera according to the method of claim 1, it is possible to remove the uncomfortable feeling caused by the failure of 3D synthesis at the peripheral portion during zooming. As a result, the value of the captured 3D image as a video asset increases.

請求項3の発明によれば、撮影時に、実際視聴する3Dインフラで見た場合の映像により近いレベルで確認できる。特に被写体の立体感をより正確に確認しながら撮影できるようになる。 According to the invention of claim 3, at the time of shooting, it can be confirmed at a level closer to the video when viewed on the actually viewed 3D infrastructure. In particular, it is possible to shoot while confirming the stereoscopic effect of the subject more accurately.

請求項4の発明によれば、3Dカメラでの撮影時のローアングル、ハイアングルなどカメラ本体と接眼部が固定化されたカメラでは難しい姿勢での撮影を容易にする。また、撮影した3D画像をよりよい品位で観賞する容易な手段を提供する。 According to the fourth aspect of the present invention, it is possible to facilitate shooting in a posture that is difficult with a camera in which the camera body and the eyepiece are fixed, such as a low angle and a high angle when shooting with a 3D camera. Further, it provides an easy means for viewing a photographed 3D image with better quality.

請求項5の発明によれば、3D撮影時、両眼を3D撮影でふさがれている場合の撮影の安全性を高める手段を提供する。
According to the fifth aspect of the present invention, there is provided means for enhancing the safety of photographing when both eyes are blocked by 3D photographing during 3D photographing.

本願3Dカメラの概念図である。It is a conceptual diagram of this application 3D camera. 請求項4の接眼部・分離機構を示した図である。It is the figure which showed the eyepiece part and isolation | separation mechanism of Claim 4. 請求項1のレンズ間距離の変動を示した図であるIt is the figure which showed the fluctuation | variation of the distance between lenses of Claim 1. 請求項1の撮影原理を示した図であるIt is the figure which showed the imaging principle of Claim 1. 請求項1の撮影原理を示した図であるIt is the figure which showed the imaging principle of Claim 1. 請求項4の接眼部分分離時のHMD(ヘッドマウントディスプレイ)としての使用図であるIt is a usage figure as HMD (head mounted display) at the time of eyepiece part separation of Claim 4.

特定物体の左右像の差異(両眼視差)による立体像は、肉眼で見た時のその物体の画角と同じ画角で、視聴者に見せることが基本となる(逆に、例えば必要以上に大きく表示した場合、視野いっぱいに表示されているにもかかわらず物体左右の側面がともに見えるという不自然なものになったりする)。以降、それを前提として説明を行う。 A stereoscopic image based on the difference between the left and right images of a specific object (binocular parallax) is basically shown to the viewer with the same angle of view as that of the object when viewed with the naked eye. May be unnatural because both sides of the object can be seen even though they are displayed in full field of view). Hereinafter, description will be made on the premise of this.

図4において、撮影者が現在の距離(位置B)に居ながら、半分の距離(位置A)において肉眼で見たのと同じ大きさで被写体を撮影するケースを考える。
図のように、被写体より、半分の距離(位置A)での瞳位置E1,E2を通る線を延長し、位置Bにおいて交差した点を、カメラのレンズ位置L1,L2とする。更に各レンズでズームを行い、位置Aで肉眼で被写体を見たのと同じ大きさ(角度)で接眼スクリーン上に被写体が写し出されるようにする。これを左右合成することで、あたかも半分の距離(位置A)で見ているような立体像を生成する。
※実際ズーム操作で物体がα倍に拡大された時、肉眼で被写体がそのα倍に見える位置までの距離の逆数倍を人間の瞳間隔に掛けたものをレンズ間距離に設定すればよい(図5)。
ただし筐体サイズやハンドリング、ズーム可変域の設定等の諸事情により、あえて多少このレンズ位置からズラすことも考えられる。
In FIG. 4, a case is considered where the photographer shoots a subject at the same distance (position B) as when viewed by the naked eye at half the distance (position A).
As shown in the figure, the line passing through the pupil positions E1 and E2 at half the distance (position A) is extended from the subject, and the intersections at the position B are defined as camera lens positions L1 and L2. Further, zooming is performed with each lens so that the subject is projected on the eyepiece screen at the same size (angle) as when the subject was seen with the naked eye at position A. By combining the left and right, a stereoscopic image as if viewed at half the distance (position A) is generated.
* When the object is magnified α times by the actual zoom operation, the distance between the pupils of the human eye is multiplied by the reciprocal of the distance to the position where the subject can be seen α times with the naked eye. (Figure 5).
However, it may be possible to deviate somewhat from this lens position due to various circumstances such as the case size, handling, and zoom variable range setting.

この時、位置BのL1から見る画像は、「方向的には」、半分の距離(位置A)のE1で見たものと同一である(ズームにより大きさも同じにしてある)。ただし、距離1/2で実際に寄った本来の画像ではなく、あくまで遠距離から見たものであり、対象物体の形状も実際に近距離で見たものとは異なる。
また画像周辺部にゆくほど実際に近づいて撮った時の映像との差異が大きく、3D合成時も周辺部にゆくほど違和感が大きいことになる。
At this time, the image viewed from L1 at position B is “directionally” the same as that viewed at E1 at half the distance (position A) (the size is also made the same by zooming). However, it is not an original image actually approached at a distance of 1/2 but is viewed from a long distance, and the shape of the target object is different from that actually viewed at a short distance.
Also, the closer to the peripheral part of the image, the larger the difference from the video when taken closer to the image, and the greater the sense of discomfort the closer to the peripheral part during 3D composition.

映画撮影なら自由がきくので、対象物近くでの3D映像が欲しければ、実際そこまで近づいて撮影すれば良いだけの話であるが、一般ユーザが撮影するシチュエーション、あるいは動物等を被写体とする場合は、実際に近づきたくても被写体に寄れないことが多い。本方式により、擬似的ではあるが、やや遠方のものに対してもズーム時に、(書き割りとは異なる)立体感のある映像を撮影することが可能となる。 If you want a 3D image close to the object, you only need to get close to it, but if you want to shoot situations or animals taken by general users Often cannot approach the subject even if they want to get closer. With this method, it is possible to shoot a video with a three-dimensional effect (different from writing) when zooming, even if it is pseudo, although it is pseudo.

画像周辺部の3D合成時の破綻に関しては、被写界深度の調整により対応する(請求項2)。手動で絞りを調整するわけであるが、その際、自動ゲイン調整により、明るさは基本的に維持されることになろう(明るさ調整は別途ダイアルがあっても良い)。またフォーカスもデフォルトでは中心部周辺に自動で合焦を維持されることになる。 The failure at the time of 3D composition of the peripheral portion of the image is dealt with by adjusting the depth of field (claim 2). The aperture is manually adjusted, but at that time, the brightness is basically maintained by the automatic gain adjustment (the brightness adjustment may have a separate dial). Also, by default, the focus is automatically maintained around the center.

請求項3は双眼鏡のように3D表示を両眼形式にしたものである(左右各レンズからの映像が、左接眼部・右接眼部の各々に表示される)。この両眼接眼部により撮影時の3Dを確認し、また3D画像の再生表示を行う。
これにより、液晶パネルなどと比べ、撮影時の3D立体像の確認精度が飛躍的に上がる。
The third aspect of the present invention is a binocular that uses a 3D display in a binocular format (images from the left and right lenses are displayed on each of the left and right eyepieces). The binocular eyepiece unit confirms 3D at the time of shooting and reproduces and displays a 3D image.
As a result, the accuracy of confirmation of 3D stereoscopic images at the time of shooting is dramatically increased compared to liquid crystal panels and the like.

請求項4は、概念的には図2のようなものである。接眼部をHMDとして切り離せるデザインとなっている。 Claim 4 is conceptually as shown in FIG. The eyepiece is designed to be separated as an HMD.

前項のHMD部は、観賞専用ではなく撮影時にも用いるということで、必要な時即座に周囲の状況を目視で確認できることが安全上望ましい。請求項5では、スイッチ一つでHMDスクリーンが透過になり周囲が目視で見渡せるようにする、ないし常時スクリーン周囲に実際の周辺風景を透過表示する。 Since the HMD section in the previous section is used not only for viewing but also for shooting, it is desirable for safety to be able to visually check the surrounding situation immediately when necessary. According to the fifth aspect, the HMD screen is made transparent by one switch so that the surroundings can be visually observed, or the actual surrounding scenery is always displayed transparently around the screen.

例えば現時点で、サムソン等からノートPC用の透過型有機ELディスプレイが出ているが、同様の原理を用いて、一瞬でHMDのスクリーンを透過状態にして周囲を見渡せるようにすることが可能である。
透過型有機ELディスプレイにカメラからの映像を表示している際、背後の風景が透けて重なってしまい見ずらい場合は、透過型ディスプレイの外側にもう1枚液晶シャッターのようなもの重ねればよい。内側ディスプレイはカメラからの映像を流し、外側の方は遮断専用にして外部風景をどの程度透過させるかコントロールする。両方が透過状態になった時、周囲を目視可能となる。
For example, a transmissive organic EL display for notebook PCs is currently available from Samsung, etc., but using the same principle, it is possible to make the HMD screen transparent and look around .
When displaying images from a camera on a transmissive organic EL display, if the scenery behind the screen overlaps and is difficult to see, you can put another LCD shutter on the outside of the transmissive display. Good. The inner display plays video from the camera, and the outer side is dedicated to blocking and controls how much the external scenery is transmitted. When both are transmissive, the surroundings are visible.

HMDの表示スクリーン周辺に常時実際の周辺風景を適度な光度で透過させるのも、液晶シャッターのようなもので可能である。
動き回って撮影する場合は、スクリーンを継続表示したまま、同時に目線をずらせば周辺部も目視できるというこの方式がよいであろう。
It is possible to always transmit the actual surrounding scenery around the display screen of the HMD with an appropriate luminous intensity with a liquid crystal shutter.
If you want to move around and shoot, you may want to use this method so that you can see the surrounding area by shifting the line of sight while simultaneously displaying the screen.

図1
請求項1〜請求項3を備えたデザインである。
撮影時に、2つのレンズ幅が変動するのが不気味だというならば、筺体自体を固定にしてその箱の中で、レンズが移動するようにすればよい(図3)。それでも幅20cmほどの筺体で(人の目の幅を約6.5cmとして)、被写体までの距離で2分の一まで寄った立体視(擬似的だが)が得られるので、かなり実用上意味がある。
FIG.
The design includes claims 1 to 3.
If it is creepy that the widths of the two lenses fluctuate during shooting, the lens can be moved within the box with the housing itself fixed (FIG. 3). Still, it is quite practically useful because it is a 20cm wide body (with a human eye width of about 6.5cm) and can get a stereoscopic view (although it is pseudo) near the subject. .

図2は請求項4を備えたデザインである。また撮影時のイメージを図6に示す。
本体とのデータリンクは有線でも無線でも良い。ただし、HMD部単独でビデオデッキなど他の機器でも使えるように、完全に切り離せること、かつインターフェース規格はそれら他の機器と統一されていることが望ましい。
また有線、無線問わず、3D映像は本体から複数同時に出力できるとよい(有線とする場合、本体はHMDへの出力端を2個以上備える)。これにより複数人で観賞したり、撮影時に横から指示を与える等行うことも可能となる。
FIG. 2 shows a design with claim 4. An image at the time of photographing is shown in FIG.
The data link with the main body may be wired or wireless. However, it is desirable that the HMD unit can be completely disconnected so that it can be used with other devices such as a video deck, and the interface standard is unified with those other devices.
In addition, it is desirable that a plurality of 3D images can be output simultaneously from the main body regardless of whether they are wired or wireless (in the case of a wired connection, the main body has two or more output terminals to the HMD). As a result, it is possible to view by a plurality of people or to give an instruction from the side at the time of shooting.

HMDの頭部への固定にはメガネのような耳かけ部ないし、競泳用メガネのようなバンド式が考えられるが、本体とHMD合体使用時も邪魔にならないようにすることを考えると、HMD本体にバンド格納部を持たせ、合体時は巻き込み格納しておき、HMD切り離し時はバンドを引き出して反対側のフックに引っかけて頭部に着用するなどの方式が考えられる。
むろん、無理な姿勢で撮影する必要がないならば、HMDを本体に合体させたままの方が、撮影しながらの周辺目視もし易く、安心感が得られるケースもあろう。常にHMDを切り離して使うのでなく、当然本体に合体させたままでも使用できるようにする。
HMD can be fixed to the head using an ear hook like glasses or a band type like swimming glasses. The main body has a band storage part, and it can be stored by wrapping up when uniting, and when disconnecting the HMD, the band can be pulled out and hooked to the opposite hook and worn on the head.
Of course, if it is not necessary to shoot in an unreasonable posture, it may be easier to see the surroundings while shooting with the HMD incorporated in the main body, and there may be a sense of security. Instead of always using HMD separately, it should be possible to use it while it is united with the main body.

請求項5に関しては操作スイッチは、本体でもHMD側でも良いが、HMD部を単独で他の機器と使用することを考えると、HMD側に備えたほうがよい。またスイッチによらず撮影者の頭の傾きを検出して、下方を向いたり頭を傾けたりしている間は自動的にスクリーンを透過状態にし周囲を目視できるようにすることも考えられる(まっすぐ前を向いている時だけカメラ映像を出すなど)。 With regard to claim 5, the operation switch may be on the main body or on the HMD side, but it is better to provide the operation switch on the HMD side in consideration of using the HMD unit alone with other devices. It is also conceivable to detect the tilt of the photographer's head regardless of the switch, and automatically make the screen transparent so that the surroundings can be visually observed while facing downward or tilting the head (straight. For example, you can only show the camera image when you are looking forward).

Claims (5)

ズーム倍率の変化に応じ、2つの対物レンズ間隔を自動調整し、被写体の両眼視差が適度に得られるようにすることで、ズーム撮影時遠方にある物体でも立体感を失わずに動画ないし静止画撮影できることを特徴とする3Dカメラ装置。 By automatically adjusting the distance between the two objective lenses according to the change in zoom magnification so that the binocular parallax of the subject can be obtained appropriately, even if the object is far away during zoom shooting, it can be a moving image or still image without losing the stereoscopic effect A 3D camera device that can take pictures. 請求項1の構造を持つ3Dカメラで、撮影時に手動で絞りを調整して被写界深度を変えることで、周辺部画像の違和感を取り除くことが出来ることを特徴とする3Dカメラ装置。 A 3D camera apparatus having the structure according to claim 1, wherein it is possible to remove a sense of incongruity in a peripheral image by manually adjusting an aperture and changing a depth of field at the time of photographing. 接眼部を2個備え、両目で双眼鏡のように覗きながら、現在撮影している画像を3Dで確認でき、また再生時には同様の方法により、記録した画像データを3Dで見ることができることを特徴とする3Dカメラ装置。 Features two eyepieces, allowing you to look in 3D while looking through your eyes like binoculars, and to view recorded image data in 3D using the same method during playback. 3D camera device. 請求項3の構造を持つ3Dカメラで、接眼部が本体から着脱可能でHMD(ヘッドマウントディスプレイ)の形で使用できる構造を持つことを特徴とする3Dカメラ装置 A 3D camera device having a structure according to claim 3, wherein the eyepiece is detachable from the main body and can be used in the form of an HMD (head mounted display). 請求項4の構造を持つ3DカメラのHMD(ヘッドマウントディスプレイ)において、スイッチないしワンタッチ操作で即座に、スクリーンを透過に切り替え、周囲を目視できるようになるか、あるいはまたHMDスクリーン周辺部において、常時周辺風景を任意の透過度で目視できることを特徴とする3Dカメラ装置。 In the HMD (head mounted display) of the 3D camera having the structure according to claim 4, the screen can be immediately switched to transparent by a switch or one-touch operation so that the surroundings can be visually observed, or in the periphery of the HMD screen. A 3D camera device characterized by being able to see the surrounding scenery with arbitrary transparency.
JP2011122986A 2011-06-01 2011-06-01 Three-dimensional camera Pending JP2012253472A (en)

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