Autostereoscopy: Where Have We Been, Where Are We Now, and Where Are We Going? Andy Davies School of Electronics and Computer Science (ECS), University of Southampton aed1g10@ecs.soton.ac.uk ABSTRACT Autostereoscopic, or ‘glassless-3D’, displays have been around conceptually since the times of Euclid in 280 BC, but are now emerging as a hyper-realistic, high-quality alternative to traditional ‘two-dimensional’ displays. However, multiple drawbacks are preventing them from becoming commonplace and aiding the many applications that could truly benefit from such technology, such as science, medicine, and entertainment. This paper evaluates the history, current state, and research of autostereoscopy and attempts an informed prediction of when and where the technology will begin to see greater use. This forecast helps shed light on previous trends and gives insight for researchers and manufacturers looking to invest time and money into autostereoscopy. Keywords Stereoscopy, Autostereoscopy, Parallax Barrier, Lenticular Array, 3DTV. 1. INTRODUCTION Stereoscopy, or ‘3D display’, is any method used to deliver seemingly three-dimensional imagery to a viewer such that they can decipher depth information from two separate images delivered to each eye and perceive the scene as if it was in real 3D space. At present, the most common method of separating the views for each eye is by use of headwear or glasses; common types of glasses are the iconic red-cyan anaglyph glasses, static polarised filter glasses, and active-shutter LCD glasses. The problem with these is that they require the user to wear the glasses which is encumbering. Autostereoscopy (glassless-3D) is an area of ongoing research that uses alternative mechanisms to split the images and deliver them to the user. A rich history precedes autostereoscopy; 3D displays have appeared in various forms over the years but the technology has never quite caught on, until now. Section 2 considers this history, explores the science behind the techniques, and discusses systems currently available on the market. There are still many limitations refraining the technology from being fully accepted by areas that could benefit; Section 3 explains the issues that exist as well as evaluating current research projects that are helping to address the problems. An analysis of present and future application domains is also provided in order to predict where the technology is destined, thus completing the journey through past, present, and future. 2. BACKGROUND 2.1 A History of 3D – Where Have We Been? The idea of stereoscopy has existed for a long time. Records of the concept go back as far as 280 BC; Greek mathematician Euclid realised that presenting a disparate image to each eye allowed the viewer of the image pair to perceive depth from the disparity in the two views [20]. Two millennia later, in 1903, the first ‘parallax stereogram’ was patented by Frederic Eugene Ives [7, 20]. Within his patent, he detailed a parallax barrier system not dissimilar to those in use today, comprising a fine-grade, or fine-‘pitch’, plate of vertical slits overlaid onto a specially prepared photograph; the photo was a vertically interleaved image of a left and right view such that, when combined with the slit plate, one can see the image in ‘3D’. Ives’ system suffered a major limitation in that the user’s viewing position was restricted to a single lateral position and distance from the image, however, in 1918, Clarence Whitney Kanolt proposed a simple extension to Ives’ approach by reducing the pitch ratio of the slit array, thus greatly widening the field of view [21]. This system is far more akin to modern parallax barrier displays. Apart from some minor experimentation by Ives in 1928, this method remained largely unaltered for many years to come. A while later, in the 1960s, Rawson 1969 [18] began to experiment with autostereoscopic display technology. He reflected that “as technology advances, the interactions between [humans] and machine[s] become more complex” and that “a reliable threedimensional [human]-machine interface could help alleviate some of the complexity” but, until that point, such technology had “eluded technologists.” The motivation behind such an interface, he went on to explain, is that many professionals, such as astronauts, air traffic controllers, and submarine commanders, work with inherently three-dimensional data on a daily basis and, because idealistic display technology had yet to come to fruition, they were “forced to make unnatural compromises”. Eric G Rawson developed a novel volumetric display that provided functional (albeit limited) autostereoscopy [18]. By stretching a thin sheet of Mylar coated in aluminium until taut and then applying acoustic pressure from a speaker, driven by a 15-60 Hz sine wave, the mirror oscillates continuously through varying depths (displacement amplitude). Combining this reflective oscillator with, say, a CRT displaying a tailored image sequence, it becomes possible to view an image that exerts true volume, due to the effects of persistence-of-vision. He did, however, highlight some severe limitations of this technique, such as the generated images could only ever be “phantom”/transparent images suggesting that these displays may be most successful for applications where symbolic data is used, as opposed to displaying photorealistic imagery. 2.2 The Techniques Stereoscopy’s fundamental principle is that two different images, usually of the same subject from slightly separated viewing angles, are delivered to each eye individually, allowing the brain to reconstruct a natural 3D scene the same way it would when viewing the real world. Autostereoscopy is simply a medium for facilitating this split-image delivery. To provide an autostereoscopic view, two distinct images need to be visible from (at least) two distinct angles and there are two primary methods of doing this: parallax barrier and lenticular lens arrays [6]. Other very different approaches include holographic [12], volumetric [17], and light-field (integral imaging) displays [18, 21], but this paper will focus on the primary two methods as they are the most common and practical [17]. 2.2.1 Parallax Barrier The parallax barrier, typically implemented using liquid crystal (LC), owing to its ability to be easily ‘switched-off’ [9], is formed of a series of vertical, interleaved opaque and transparent strips that obscure specific portions of an LCD (liquid crystal display) screen at a certain, precalculated distance in front of it [20]. As Figure 1 (a) illustrates, due to the effects caused by parallax1, each eye can only see specific columns on the display such that neither eye can see those the other eye can see [21]. By creating an image on the screen, where alternate pixel columns are formed from two separate views, each eye is delivered a reconstructed, single image; together, these images allow the brain to perceive scene depth using the disparity information. As a result of the repeated barrier pattern, the scene can also be correctly viewed in a number of different lateral positions, often called ‘repeated zones’, at the same distance from the screen, providing some limited multi-user viewing [20]. (a) public attitude towards the technology up until now. This is mostly attributable to poor marketing that focused on the novelty element, although it could be argued that we should fully accept it now that quality is emphasised. Due to recent advances in CGI (computergenerated imagery) and other special effects, 3D viewing has matured from a gimmick into a high-quality, natural viewing experience. The main turning point which reawakened 3D was James Cameron’s 2009 blockbuster Avatar 2, where the audience were taken on an ultra-realistic trip to a different world and immersed in extraordinary visuals. So with the new high-grade stereoscopic technology and content being created, what autostereoscopic devices are currently available? In 2011, Nintendo released the world’s first autostereo gaming system: the Nintendo 3DS [19] (Figure 2). As a result of the glasses-free 3D, this system provided a uniquely immersive, yet convenient, gaming experience, the likes of which had never been seen before. Back in 2002 we saw the first feature phone to sport an autostereoscopic display – the Sharp Mova SH251iS [13]. For the remainder of the decade, developments in the area of 3D-capable mobile phones were largely dormant. In summer 2011, the first modern smartphones, such as the LG Optimus 3D [15] and HTC Evo 3D, were released featuring more mature parallax barrier displays designed for mobile gaming and stereo movie watching. (b) Figure 1. Images (a) and (b) are diagrams demonstrating the basic operation of parallax barrier and lenticular array methods respectively. Adapted from [9]. A simple extension to the stereoscopic parallax barrier approach is the parallax panoramagram which provides automultiscopy (two or more simultaneous views). Rather than just two images being interspersed, any number can be displayed meaning that multiple views can be seen in the various horizontal positions where the ‘repeated zones’ would usually exist [17, 20]. A novel use for this effect is to display more than two different angles of the same scene (possibly rotating or moving sideways) and, by traversing the different views, the user can ‘look-around’ the scene [16]. 2.2.2 Lenticular Array Though quite different in implementation (utilising light refraction instead of the effects of parallax), a lenticular lens sheet is the functional equivalent of a parallax barrier, separating interwoven pixel strips to be observed from differing angles [16, 20]. A lenticular lens is constructed as an array of cylindrical lenses into a planar sheet that can then be mounted to an LCD display for autostereoscopic viewing [17, 20]. The differences in mechanics, and similarities in purpose and function, between the barrier and lenticular approach can be seen in Figure 1. 2.3 Current Commercial Systems – Where Are We Now? For a technology with such a long history, autostereoscopy, and indeed 3D as a whole, has not yet found its way into general acceptance. In the last century there have been many failed attempts to introduce 3D as ‘the next big thing’ in television and movies, but it “has [always] been seen [by the majority to be] a gimmick more than something that truly enhances the watching experience” [14]. The cliché “looks like it’s coming right at me!” nicely sums up the 1 http://en.wikipedia.org/wiki/Parallax 2 http://www.imdb.com/title/tt0499549/ Figure 2. The Nintendo 3DS, released in February 2011. The top screen is an 800 × 240 pixel LCD display with an active parallax barrier, controlled by the variable slider to the right of the screen [19]. Taken from [1]. A commonality between these available devices is that they are all primarily personal/single-user. Autostereoscopic TVs and monitors exist but they are very expensive; a search using Google Shopping reveals that, from the start of January 2014, the price of a glassesfree 3DTV can typically cost anywhere in the range of £2,000£30,000. The reason so many devices on the market are single-user is because it is cheaper and simpler to implement effectively for just one user; a user can position the screen perfectly so that they are in the ‘sweet spot’ and not in the repeated static interference regions. Static parallax creates multiple repeated zones from where the image can be correctly viewed but it is not possible, as a user, to specify where these regions will fall, meaning that multiple users are forced to sit in these specific locations. It could be because of these reasons that 3D and autostereoscopy have not yet found their way into commonplace domestic appliances. In the next section, this and other current limitations are discussed in greater detail. 3. THE RESEARCH 3.1 Issues with Current Methods 3.1.1 Brightness Efficiency Arguably the biggest issue with the parallax barrier approach is also the most obvious. It works by blocking some of the light to each eye so that each sees only the intended information; this inevitably means some of the light is wasted [21] by hitting the LC strips, so much so that the brightness efficiency is reduced to 22.4% [3, 7]. In this situation, the design engineer either accepts the severe loss in brightness or, more often, they will increase the brightness output of the display to compensate for light lost to the barrier. This evidently consumes more power which is particularly disastrous for mobile devices where battery life is already limited. This efficiency problem is almost non-existent for lenticular arrays as nearly all the light is refracted towards the user, so little light output is wasted. 3.1.2 Display Resolution Another obvious effect, applicable to any autostereoscopic device is as follows: the pixel columns alternate between views, since they share the same LCD display panel, sending half of the columns to each eye, thus, the display resolution is effectively halved [5, 12, 15, 17]. Some devices come equipped with non-standard display panels, such as on the Nintendo 3DS (Figure 2) which has twice the usual horizontal resolution to compensate for the drop in detail [17]. 3.1.3 Crosstalk Ideally, for any stereoscopic system, the right eye should not see any information intended for the left eye and vice versa [6], but alas, it is impossible in practice to completely eliminate this interference between adjacent views in autostereoscopic systems. It is a prominent research goal to reduce this crosstalk (‘ghosting’ [15]) effect. Unavoidable human movement when viewing, limits of manufacturing accuracy, unwanted diffraction [16], and many other factors add to this undesirable channel bleed. Another unfortunate side-effect paired with the standard approaches is that in between the repeating viewing ‘sweet spots’ are repeating zones of discontinuity [8] where there is severe overlapping of the two views, meaning each eye sees a significant amount of information destined for the other eye, which is seriously jarring for the user. Consequently, the user generally has to remain fairly motionless in a single spot for the viewing experience to be genuine. One perhaps not so obvious hindrance exclusive to barrier methods is that as the pitch of the transparent sections approach the wavelength of the lowest-frequency visible light emitted from the display, unwanted diffraction begins to occur [21]. This alters the angle at which the light escapes the barrier, increasing crosstalk further. 3.1.4 Moiré Patterns Both parallax barrier and lenticular array techniques fall victim to Moiré patterns3 [12] due to the two overlapping planes of repeated patterns interfering with each other: the vertical LC barrier slits and the pixel grid [17, 20]. These patterns are fundamentally tricky to avoid because of the nature of these methods as they both utilise similar repeating patterns on top of a grid display structure. 3.1.5 Multi-user Viewing The most debilitating element deterring consumers from 3DTV is the current lack of an effective multi-user autostereoscopy system that does not burden the user in any way. Kooima et al. 2010 [8] state in their research that there are a few multi-user and multichannel systems in existence in the market but that “before [they] will find broader use, they must be scaled up to provide wider comfortable viewing areas for larger groups of people”. 3 http://en.wikipedia.org/wiki/Moiré_pattern 3.1.6 Subjective Physiological Problems For all the benefits stereoscopy brings, many struggle to watch the displays for prolonged time periods because it causes discomfort and can require more effort than standard 2D [2]. Obrist et al. 2012 [14], found 12% of the 625 children in their study said watching 3DTV was “exhausting”, 12% said it demanded a “strong need to focus”, and 4% even described it as “unpleasant”. People often report suffering headaches from sustained viewing [22], so if the technology is to find its way into consumer acceptance, it must first shed the distressing side-effects that deter users from 3D. 3.2 Research into New Methods There is much active research on autostereoscopy: some research efforts aim to directly combat the issues detailed in Section 3.1; others propose entirely new, novel methods. Not all improvements are compatible with all others but each new development is a step closer to the goal of a truly unencumbering stereoscopic system. 3.2.1 Varrier In the mid-noughties emerged a revolutionary VR (virtual reality) platform that set a new standard for what autostereoscopy research should achieve. Sandin et al. 2005 [20] developed the Varrier™ system out of necessity for the VR field. It is a large, user-tracking, high-resolution, parallax barrier, tiled display which does not require the wearing of any additional equipment by the viewer. Interestingly, for such a revolutionary autostereoscopy product, the authors heavily focus on the device as a VR tool, almost as if they do not quite recognise the significance of their contribution to the field. Indeed, the following year, the research team released a paper debuting their follow-up product – the ‘Personal Varrier’ [17] – where the field of interest had shifted more to autostereoscopy, suggesting they had identified the importance their work has for the field in general. Both systems were motivated by the need for highquality scientific visualisation in order to make sense of complex data in real-time. Varrier ‘mark I’ achieved this to a degree “but its size, complexity, and cost [made] it difficult and expensive to transport to conferences” and the like. As a solution, Personal Varrier was developed as a small form factor (single panel), condensed version, with powerful user-tracking of its own, making it more suited for personal desk use. The principal importance of this body of work is that it highlights the potential for user-tracking in autostereoscopic displays as it largely removes the issue of crosstalk and repeating confusion zones by redirecting the views as the user moves in space, in real-time, so that they theoretically cannot enter dead space and see information in the wrong eyes. 3.2.2 Sensor-based Software Adjustment for Mobile In the realm of research that directly benefits consumers, Paprocki et al. 2012 [15] innovatively utilise smartphones’ inbuilt sensors, namely the gyroscope and accelerometer, to determine the current pitch (forward/backward tilt angle) of the screen then use software to shift pixel columns to compensate for pitch change – minimising disruption to viewing when playing games that require moving the phone. This method works because, as the wrong pixel columns become visible when viewing from the wrong angle, software can shift the displayed columns so that the correct ones are always visible. It is a simple, practical, and effective improvement that can easily be implemented on existing devices, making it difficult for the user’s gaze to enter the troublesome repeating crosstalk zones. 3.2.3 Diffractive Optical Elements Recall in Section 3.1.3, Sexton 1992 [21] explains the occurrence of unwanted diffraction as the pitch of the parallax barrier approaches the light’s wavelength; while this was previously described as an issue, Chen et al. 2010 [4] embrace it. They proposed a ‘diffractive optical element’ (DOE) [3, 6] which is, in essence, a series of very fine-pitch slits for each sub-pixel of the display panel so that the light is diffracted (‘bent’) towards each eye. Using this method, many of the drawbacks of parallax barrier and lenticular arrays are avoided. Since each sub-pixel displays a different colour of light (red, green, blue), they emit different light wavelengths thus each colour requires a different pitch of ‘blazed grating’, as Chen et al. 2012 [3] call it, so that the diffraction angles are as closely matched as possible. On average, this process is 1.68-2.47 times more efficient than the classic parallax barrier approach [3], meaning much more of the emitted light is actually received by the eye. Crosstalk between views is a mere 5% (Deng et al. 2013 [6]) – a vast improvement on the previous methods. DOEs show great promise for high-fidelity autostereoscopy with fewer compromises. 3.2.4 Random Hole Display A radical twist on barrier autostereoscopy is random hole display (RHD). Where a standard parallax barrier consists of an array of vertical slits in order to create parallax, as the name would suggest RHD features a barrier sheet of random (Poisson disk distribution4) holes to allow for ‘see-through’ to the LCD panel behind it [12]. This design is unique in that it eradicates the repeating crosstalk zones and Moiré patterns, replacing them with less disagreeable high-frequency noise. While still in its infancy, it is an innovative, alternate method that can make yet one more astonishing claim: it is capable of presenting multiple views to arbitrary, user-specifiable locations simultaneously – a huge breakthrough that could, one day, lead to configurable multi-user autostereoscopy (ideal for 3DTVs). Figure 3 shows the system in action with two pairs of stereo views simultaneously directed to two users at different viewing distances. and advertisement boards, where the user’s interest will be grabbed for a short period requiring little effort on their part (since they are usually already moving around) to align themselves to a good viewing position, before swiftly moving on after the message has been communicated. Conversely, this means they are not always appropriate for other uses (lecture theatres, home use, etc.), owing to the viewing positions often being immovable. It is foreseeable that these tiled displays will be used in their current form within the next 10 years; they are already fairly mature and research is ongoing into improving the experience by utilising user tracking [8]. 3.3.2 Science and Medicine Christopher et al. 2013 [5] write that recent advances to 3D display technology have allowed for it to be used in surgical operating rooms, and highlight how it is aiding neurosurgery by displaying a real-time stereo video feed from a 3D camera for image guided surgery (IGS). A secondary benefit is for training medical students who will perform surgery in future [5]. Several studies, including Leung et al. 2012 [10], have shown that the use of 3D imagery in education (Section 3.3.3) greatly enhances the learning experience and overall information retention. It is not solely neurosurgery that has been reported to benefit; ophthalmology applications as well as liver, heart, and skull surgery have all used autostereo IGS in recent times [5]. Other scientific fields, such as cartography [11], have also reported benefitting. Theoretically, there is no reason why any form of scientific research could not gain from these technological aids; scientists and medics are generally less stubborn than consumers to accept new technologies and methods if they are shown to improve a process and ultimately help more people. Autostereoscopy is only going to grow in use, acceptance, and further research, as it shows a clear benefit to many fields. Current limitations are those which apply to all applications, where the display resolution is reduced and depth can sometimes be perceivably “too shallow” [5]. 3.3.3 Education Figure 3. Images (a)-(d) show four simultaneous views of the RHD. While there is significant interference between views, the unique content of each is clearly seen. Taken from [12]. 3.3 Future Application Domains – Where Are We Going? 3.3.1 A Public Setting Kooima et al. 2010 [8] draw our attention to the potential value of autostereoscopy in a public context, with various use cases that would benefit. The only multi-viewer, multi-channel displays that currently exist on the market are limited by their small size. The solution given allows for many of these “off-the-shelf” displays to be combined to create large, scalable displays that provide more comfortable viewing for bigger audiences. In order to achieve the same immersive experience as before, but with an array of lenticular displays, several software techniques are used to bring the cluster into display union; on their own, they behave as individual displays, with their own independent fields of view (FOVs). To view them as a cohesive unit that behaves as one, their FOVs “must be brought into alignment” and converge to the same viewing locations “at the plane of focus”. This calibration process means that the repeated crosstalk zones still exist but they are consistent across all displays, so this is outweighed by the increased number of ‘good’ viewing zones, making it more multi-user friendly. These kinds of display systems are appropriate for use in galleries, museums, exhibitions, 4 In the Poisson disk distribution, random points have a minimum separation distance from each other [12]. In recent years, research has been published as to the benefits of using stereo imagery in academia, but wearing two sets of glasses was an issue; Leung et al. 2012 [10] conducted a case study using autostereoscopic displays in a Hong Kong primary school, where many students require prescription glasses, and found that, with glassless-3D learning material, the students were generally better behaved, concentrated a lot more, and learnt new concepts quicker because they were more engaged and group discussion flowed better as a result of being able to keep proper eye contact. Figure 4. Primary school students’ drawings of the T4 bacteriophage from memory. Only 17 out of 25 in the 2D class could recall the image (left) but all those in the 3D class were able to correctly recall it (right). Adapted from [10]. The children of two classes, shown the same material in 2D and 3D respectively, were asked to recall and draw the T4 bacteriophage shown to them (Figure 4). Only 68% of the 2D class were able to remember the image correctly but all of the 3D class recalled it and in much greater detail [10]. Uptake of new technologies in the education sector is often tentative and slow, but are ultimately embraced after time if shown to improve learning; this study is indicative of successful implementation. These systems will predictably begin appearing following a similar trend to systems in the public domain. Schools generally have smaller budgets than public bodies, so the uptake will be slower but should gain traction when autostereoscopy becomes more affordable. hesitant to produce enough content, leading to some 3D channels ceasing broadcasting. Research into multi-user viewing has shown promise for the future, where viewing locations can be arbitrarily allocated [12], especially if this can, one day, be combined with head-tracking systems. 3.3.4 Home Entertainment The future of consumer 3D technology is unclear and could go many ways, but based on the evidence explored, a ‘golden era’ of stereoscopy is yet to come and it could be from 5, “up to ten or twenty” [14] years from now. All we know is that the technology has remained tenacious throughout the years (appearing in waves of partial acceptance followed by subsequent obscurity), research is ongoing, and people continue to want high-quality television and programming, even if 3D as a format temporarily fades from the limelight. If such an era were to arrive, 3D media’s total acceptance in the home as the de facto standard could cause a surge in content production giving a healthy boost to the 3D movie industry, as well as indirectly increasing public awareness and corporate sponsorship for research products, leading to growth in other domains also. While 3D has seen limited adoption in the household, the most prolific industry that consumers are exposed to is the film industry. However, “3D is expected to transition from cinema to personal consumer electronics” a lot more in the coming years [14]. TV is the focal point of many domestic/family/group activities and thus 3DTV is perhaps the most crucial area in which success will be determined. Obrist et al. 2012 [14] propose the notion that children are the key to breaking the acceptance barrier in homes, as they are undeniably a large demographic of electronics users, and go as far as to refer to them as “change agents”. While they do not consider other major factors, they do put forward some interesting points worth considering. In their study of over 600 children they found that three-quarters of them would like to watch 3DTV at home, the older ones describing it as “more realistic” compared to 2D. However, the study is somewhat limited in that it only considers the youth demographic; children may be heavy electronics users – indeed their bedrooms “contain the second highest number of media in the home just after the living room” – but it is their parents/carers that will be purchasing the technology. The children may be able to superficially influence the buying decisions but the adults’ decision will ultimately be based on whether they think it is a worthwhile investment. Although, by the time autostereoscopy is more readily available, said children may have already grown up to be purchasing consumers themselves and thus could potentially be looking to buy such technology. The study also only considers short viewing sessions hence it does not say much for people wanting to watch 3D at home for longer time periods, which is a commonplace activity, so the study’s findings should be taken with just a pinch of salt when inferring predictions about future adoption. Lee et al 2007 [9] interestingly observed that 3DTVs must be convertible between 2D and 3D ‘modes’ in order to sufficiently penetrate the display market – that they must be first and foremost marketed as high-quality 2D TV sets but with the added ability to also display 3D content. Very recently, due to the somewhat halfhearted consumer uptake of 3DTV, other display technologies, for instance 4K, have taken the limelight as the pioneering formats, as illustrated by this year’s line-up of TVs and monitors at the Consumer Electronics Show5 (CES) where 3D already seems largely forgotten. Arguably the greatest factor delaying the uptake of 3DTV is that multi-user autostereoscopic viewing is still poorly supported, and in some ways is more restrictive than needing to wear 3D glasses. Other hindering factors are the headaches and discomfort experienced by some viewers (Section 3.1.6), and that autostereoscopic TV sets are currently far too expensive for the average consumer (Section 2.3) meaning that options are generally limited to 3DTVs that rely on cumbersome glasses for delivery. Obrist et al. 2012 [14] remind us that people tend not to buy new technical equipment if their current pieces are still working – thus 3DTVs are having to compete with existing, operational sets in the home, leading to tentative adoption and very slow uptake in market share. They also noted that the film industry was in a ‘chicken-andegg’ situation where it was not known whether the content should come first or the projectors; this is currently the situation for 3DTV. It is in a state of limbo where content providers have been too 5 http://www.engadget.com/search/?q=ces+2014+tv 3.3.5 The Motion Picture Industry Recent advances in special effects and CGI have pushed 3D into mainstream cinema [14]. Children and regular moviegoers are a large portion of the revenue generated in ticket sales. In Obrist et al. 2012, 95% of children said they ‘liked’ 3D, so young people are likely to choose a movie in 3D at the cinema – especially since they cannot afford 3DTVs for themselves – one of the main reasons for 3D movies being offered alongside many of their ‘traditional’ 2D counterparts. 3D6 animated movies such as Pixar’s Toy Story 3 have helped this adoption further. Since the release of Avatar in 2009, the number of films available to watch in 3D has increased threefold. As cinemas now possess the high-production content, technology, and interest needed to succeed in hosting 3D films as a profitable venture, it is likely that this trend will continue to grow, approaching (though not exceeding due to the viewing restrictions from Section 3.1) the levels of production for 2D films. 3.3.6 Future Predictions The future direction of each application domain is visualised in Figure 5. The general trend is that most fields will tentatively adopt stereoscopy and autostereoscopy over the next few decades followed by another wave of acceptance in-line with technological advancements and new, exciting content pushing towards a new paradigm where autostereoscopy is the default display technology. Figure 5. Forecasted adoption/use of stereoscopy and autostereoscopy with time. Please note, the chart is not necessarily to scale and past trends are an approximation informed by qualitative evidence presented in this paper. 6 ‘3D’ in this sense refers to the animations occupying virtual threedimensional space instead of traditional ‘flat’ 2D animations, as opposed to viewing stereoscopically. 4. CONCLUSIONS This paper has detailed autostereoscopy’s history, analysed its current state, and has explored where it could go in future. How the two primary image delivery methods, parallax barrier and lenticular arrays, function, and the commercial systems available today have been discussed, but there are many limitations. Current research is beginning to overcome a lot of these issues using novel, new image delivery mechanisms. 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