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ε i control(s) the potential nonlinear distortion which transforms a cube into a pyra-
mid trunk according to the global reducing rate a i =
Z
d i 2
ε
i + k i 2 (
ε
1)
possibly
i
varying along Z ,
ε i = b i 2
B i
W b
W
(10)
μ i control(s) width over depth relative enlarging rate(s), or the horizontal/depth
anamorphose factor,
b i 2
k i 2 B i
μ
i =
(11)
ρ
control(s) height over width relative enlarging rate(s), or the vertical/horizontal
anamorphose factor,
= W b
H b
H
W
ρ
(12)
γ i control(s) the horizontal“shear” rate(s) of the perceived depth effect,
γ i = c i b i 2
e i B i
d i 2 B i
(13)
δ i control(s) the vertical ”shear” rate(s) of the perceived depth effect by an ob-
server whose overhanging position complies with what is expected,
p i 2 B i
P i 2 b i 2 ρ
d i 2 B i
δ
i =
(14)
Thus we have defined the depth distortion possibilities using the previously estab-
lished shooting and viewing geometries. Moreover, this model makes the quantify-
ing of those distortions possible for any couple of shooting and viewing settings by
simple calculus based upon their geometric parameters.
4
Shooting Design Scheme for Chosen Distortion
One can use any multiscopic shooting device with any multiscopic viewing device
while giving an effect of depth to any well-placed viewer (3D movie theater for
example) but section 3 shows that distortions will not be similar for each couple of
technologies. In this section, we will design the shooting geometry needed to obtain
a desired distortion on a given viewing device: whether perfect depth or chosen
distortion effect of a shot scene.
Knowing how distortions, shooting and viewing parameters are related, it be-
comes possible to derive the shooting layout from former distortion and viewing
choices.
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