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Market Research Report

3D Technology and Markets: A Study of All Aspects of Electronic 3D Systems, Applications and Markets

Published by Insight Media Contact us : +1-860-674-8796
Published 2007/03 Content info 380 pages, 206 figures, 28 tables
Product code INS50322
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Description TOC

Table of Contents

1 Table of Contents

  • Table of Figures
  • Table of Tables

2 Introduction

3 Executive Summary

  • 3.1. Human Factors of 3D
  • 3.2. 3D Image Generation and Conversion Technologies
  • 3.3. Image Processing, Formats and Standards
  • 3.4. Current and Emerging 3D Display Technologies
    • 3.4.1. Glasses-Dependent 3D Technologies
      • 3.4.1.1. Glasses-Dependent Direct View Technology
      • 3.4.1.2. Glasses-Dependent Projection Technologies
      • 3.4.1.3. Head-Mounted Displays
    • 3.4.2. Glasses-Free Technologies
      • 3.4.2.1. Autostereoscopic Displays
      • 3.4.2.2. Volumetric Displays
      • 3.4.2.3. Holographic Displays
  • 3.5. Applications of 3D Displays
    • 3.5.1. Benefits of 3D
    • 3.5.2. Need for 3D Market Research
    • 3.5.3. Major and Minor Applications for 3D
    • 3.5.4. 3D Display Technology Suitable for Various Applications
  • 3.6. Market Opportunity Forecasts for 3D Displays
  • 3.7. Conclusions
  • 3.8. Appendix A
  • 3.9. Appendix B
  • 3.10. Appendix C

4 Human Factors Of 3D Displays

  • 4.1. Introduction
  • 4.2. Psychological Depth Cues
    • 4.2.1. Interposition
    • 4.2.2. Linear Perspective
    • 4.2.3. Aerial Perspective
    • 4.2.4. The Size of the Image
    • 4.2.5. Texture
    • 4.2.6. Shadows
    • 4.2.7. Motion Parallax
  • 4.3. Physiological Depth Cues
    • 4.3.1. Accommodation
    • 4.3.2. Convergence
    • 4.3.3. Disparity and Parallax
    • 4.3.4. Stereopsis
  • 4.4. Summary of Human Depth Perception
    • 4.4.1. Depth Cues at Various Distances
    • 4.4.2. Stereoblind and Stereoanomolus Viewers
    • 4.4.3. Requirements for Left/Right Eye Image Properties
    • 4.4.4. Special Requirements Dependent on Display Technology
      • 4.4.4.1. Time-Sequential 3D Displays
      • 4.4.4.2. Autostereoscopic Displays
      • 4.4.4.3. Perspective Changes in Two-View Displays
      • 4.4.4.4. Volumetric Displays
      • 4.4.4.5. Conflict Between Accommodation and Convergence
      • 4.4.4.6. Border Problems
      • 4.4.4.7. Head Mounted Displays

5 3D Image Generation

  • 5.1. Image Capture from Real Objects
    • 5.1.1. Capture of Still Images
    • 5.1.2. Capture of Moving 3D images
    • 5.1.3. Discussion of Issues Related to Camera Image Capture
      • 5.1.3.1. Interaxial separation
      • 5.1.3.2. Convergence
      • 5.1.3.3. Mounting systems
      • 5.1.3.4. Focal Length and Image Magnification
      • 5.1.3.5. Synchronization and Exposure
      • 5.1.3.6. Comments on the Relationship Between Image Capture and Display
    • 5.1.4. Image Capture by Direct Measurement of Depth
    • 5.1.5. Medical Image Capture
    • 5.1.6. Image Acquisition for Oil and Gas Exploration
  • 5.2. 2D to 3D Conversion
    • 5.2.1. Motion Video or Film
    • 5.2.2. Digital or Photographic Still Images
  • 5.3. Computer Graphics
    • 5.3.1. Modeling
      • 5.3.1.1. Constructive Solid Geometry
      • 5.3.1.2. NURBS Modeling
      • 5.3.1.3. Polygonal Modeling
      • 5.3.1.4. Subdivision Surfaces
    • 5.3.2. Scene Layout Setup
    • 5.3.3. Rendering
      • 5.3.3.1. Open Graphics Library (OpenGL)
      • 5.3.3.2. Direct3D
      • 5.3.3.3. Comments Relating to OpenGL and Direct3D.

6 Image Processing, Formats and Standards

  • 6.1. Introduction
  • 6.2. Image Processing and Compression
  • 6.3. Formats
    • 6.3.1. Field Sequential
    • 6.3.2. Interlaced Field Sequential
    • 6.3.3. Segment and Line Sequential
    • 6.3.4. Interdigitated
    • 6.3.5. Above and Below
    • 6.3.6. Side by Side
    • 6.3.7. Dual Stream
    • 6.3.8. Stereo Ready Computers
    • 6.3.9. White Line Code
  • 6.4. Standards
    • 6.4.1. 3D Video on DVD and Broadcast Television
    • 6.4.2. 3D on the Web
    • 6.4.3. 3D in the Cinema
    • 6.4.4. Other Standards Organizations and Initiatives
    • 6.4.5. Adobe Acrobat 3D

7 3D Display Technology

  • 7.1. Introduction
  • 7.2. Stereoscopic Displays
    • 7.2.1. Direct View Single Display
      • 7.2.1.1. Active Polarizing Glasses
      • 7.2.1.2. Passive Polarizing Glasses
      • 7.2.1.3. Anaglyphic Direct View with Passive Glasses
    • 7.2.2. Direct View Dual Display
      • 7.2.2.1. StereoMirror
      • 7.2.2.2. Stacked LCD Display
    • 7.2.3. Single Projector Systems
      • 7.2.3.1. Active Polarizing Glasses
      • 7.2.3.2. Passive Polarizing Glasses
      • 7.2.3.3. Anaglyphic Single Projector Systems with Passive Glasses
    • 7.2.4. Dual Projector Systems
      • 7.2.4.1. Passive Polarizing Glasses
    • 7.2.5. Anaglyphic Projection with Two Projectors and Passive Glasses
    • 7.2.6. Infitec Projection with Two Projectors and Passive Glasses
  • 7.3. Stereoscopic Head Mounted Displays
  • 7.4. Multiview Autostereoscopic 3D Displays
    • 7.4.1. Parallax Barrier
    • 7.4.2. Time Multiplexed Barrier Rib
    • 7.4.3. Lenticular Autostereoscopic Displays
    • 7.4.4. Prism Based Autostereoscopic Displays
    • 7.4.5. Multiview 3D Autostereoscopic Displays
    • 7.4.6. 2D/3D Switchable Displays
  • 7.5. Volumetric 3D Displays
    • 7.5.1. Multiplane
    • 7.5.2. Rotating Image Planes
    • 7.5.3. Vibrating Membrane
  • 7.6. Other 3D Display Technologies
    • 7.6.1. Micro-polarizer Technology
    • 7.6.2. Holographic Displays
    • 7.6.3. Holographic "Like" Displays
    • 7.6.4. Integral Imaging
    • 7.6.5. Head Down Two-Display System
      • 7.6.5.1. Intuitive Surgical
      • 7.6.5.2. Kodak
  • 7.7. Other Ways to Display 3D Effects
    • 7.7.1. Chromostereoscopic Systems
    • 7.7.2. Pulfrich Effect
    • 7.7.3. 3D Printing and Rapid Prototyping
  • 7.8. Navigation of 3D Images

8 3D Applications and Markets

  • 8.1. Overview of 3D Markets
    • 8.1.1. Professional and Government Markets
    • 8.1.2. Consumer Markets
    • 8.1.3. Market Segment Analyses
  • 8.2. Consumer Fixed and Semi-Portable
    • 8.2.1. Description of the 2D and 3D market
      • 8.2.1.1. Television
      • 8.2.1.2. Gaming
      • 8.2.1.3. Consumer Computer Monitors & Laptops
      • 8.2.1.4. Portable DVD Players
      • 8.2.1.5. Automotive and Aircraft Entertainment Systems
      • 8.2.1.6. Navigation Systems
      • 8.2.1.7. Gadgets and Toys
    • 8.2.2. 3D Requirements to Satisfy this Market
      • 8.2.2.1. Source Material
      • 8.2.2.2. Formats and Standards
      • 8.2.2.3. Display Requirements
    • 8.2.3. Current State of the 3D Market
    • 8.2.4. Market Forecasts
      • 8.2.4.1. Total Revenue for Consumer Fixed and Semi-Portable 3D Systems
    • 8.2.5. Major Players in This Market Segment
  • 8.3. Consumer Mobile systems
    • 8.3.1. Description of the 2D and 3D market
      • 8.3.1.1. Cell Phones and PDAs
      • 8.3.1.2. Portable Media Players
      • 8.3.1.3. Hand held games
      • 8.3.1.4. Digital still and video cameras
    • 8.3.2. 3D Requirements to Satisfy this Market
      • 8.3.2.1. Source Material
      • 8.3.2.2. Formats and Standards
      • 8.3.2.3. Display Requirements
    • 8.3.3. Current State of the 3D Market
    • 8.3.4. Market Forecasts
    • 8.3.5. Major Players in This Market Segment
  • 8.4. Digital Signage and Corporate Branding
    • 8.4.1. Description of the 2D and 3D market
      • 8.4.1.1. Digital Signage for Information
      • 8.4.1.2. Consumer Advertising
      • 8.4.1.3. Trade Shows
      • 8.4.1.4. Corporate Branding
    • 8.4.2. 3D Requirements to Satisfy this Market
      • 8.4.2.1. Source Material
      • 8.4.2.2. Formats and Standards
      • 8.4.2.3. Display Requirements
    • 8.4.3. Current State of the 3D Market
    • 8.4.4. Market Forecasts
      • 8.4.4.1. Digital Signage Forecasts
      • 8.4.4.2. Trade Show and Corporate Branding
      • 8.4.4.3. Revenues from Corporate Branding, Trade Shows and Digital Signage
    • 8.4.5. Major Players in This Market Segment
  • 8.5. Cinema & Location Based Entertainment
    • 8.5.1. Description of the 2D and 3D market
      • 8.5.1.1. Production and Post-Production
      • 8.5.1.2. Theatrical Presentation
      • 8.5.1.3. Location Based Entertainment
    • 8.5.2. 3D Requirements to Satisfy this Market
      • 8.5.2.1. Source Material
      • 8.5.2.2. Formats and Standards
      • 8.5.2.3. Display Requirements
    • 8.5.3. Current State of the 3D Market
    • 8.5.4. Market Forecasts
      • 8.5.4.1. 3D Display Revenues for Cinema and Location-Based Entertainment
    • 8.5.5. Major Players in This Market Segment
  • 8.6. Medical & Dental
    • 8.6.1. Description of the 2D and 3D market
      • 8.6.1.1. Minimally Invasive Surgery
      • 8.6.1.2. MR/CT and other 3D imaging technologies
      • 8.6.1.3. Dental
      • 8.6.1.4. Medical Training
    • 8.6.2. 3D Requirements to Satisfy this Market
      • 8.6.2.1. Source Material
      • 8.6.2.2. Formats and Standards
      • 8.6.2.3. Display Requirements
    • 8.6.3. Current State of the 3D Market
    • 8.6.4. Market Forecasts
    • 8.6.5. Major Players in This Market Segment
  • 8.7. Automotive and Other CAD Design
    • 8.7.1. Description of the 2D and 3D market
      • 8.7.1.1. Automotive Design
      • 8.7.1.2. Aviation Design
      • 8.7.1.3. Architecture, Engineering and Construction
      • 8.7.1.4. Other CAD Design
    • 8.7.2. 3D Requirements to Satisfy this Market
      • 8.7.2.1. Source Material
      • 8.7.2.2. Formats and Standards
      • 8.7.2.3. Display Requirements
    • 8.7.3. Current State of the 3D Market
    • 8.7.4. Market Forecasts
    • 8.7.5. Major Players in This Market Segment
  • 8.8. Data Visualization
    • 8.8.1. Description of the 2D and 3D market
      • 8.8.1.1. Computational Fluid Dynamics
      • 8.8.1.2. Oil and Gas Exploration
      • 8.8.1.3. Molecular Design & Biochemistry
      • 8.8.1.4. Astronomy and Astrophysics
      • 8.8.1.5. Geospatial analysis
    • 8.8.2. 3D Requirements to Satisfy this Market
      • 8.8.2.1. Source Material
      • 8.8.2.2. Formats and Standards
      • 8.8.2.3. Display Requirements
    • 8.8.3. Current State of the 3D Market
    • 8.8.4. Market Forecasts
    • 8.8.5. Major Players in This Market Segment
  • 8.9. Other 3D Markets
    • 8.9.1. Gambling and Pinball Machines
    • 8.9.2. Other Industrial Applications
    • 8.9.3. City Planning
    • 8.9.4. Meteorology
    • 8.9.5. Airport Operations and Air Traffic Control
    • 8.9.6. Military
    • 8.9.7. Police, Fire and Security

9 3D Display Market Opportunity

  • 9.1. Market Opportunity by Application Category
    • 9.1.1. Consumer
    • 9.1.2. Professional
  • 9.2. Market Opportunity By Display Size
    • 9.2.1. Small Screen
    • 9.2.2. Mid-Sized Screens
    • 9.2.3. Large-Screen
  • 9.3. Market Opportunity By Display Technology
    • 9.3.1. Stereoscopic
    • 9.3.2. Autostereoscopic
    • 9.3.3. Volumetric
  • 9.4. Total Market Opportunity

10 Roadmaps for Future Developments

  • 10.1. Image Generation
  • 10.2. Formats and Standards
  • 10.3. Display Technology
  • 10.4. Applications

11 Appendix A: 3D Workshop

  • 11.1. 3D Workshop Agenda
  • 11.2. Summary of 3D Workshop
    • 11.2.1. Summary of the Conference Sessions
    • 11.2.2. Exhibitor Highlights.

12 Appendix B: Profiles

  • 12.1. 3D-IP/Cobalt Entertainment
  • 12.2. Actuality Systems, Inc.
  • 12.3. Barco
  • 12.4. Christie
  • 12.5. DDD
  • 12.6. Deeplight
  • 12.7. eMagin Corporation
  • 12.8. Fakespace Systems, Inc.
  • 12.9. Holografika
  • 12.10. INFITEC Gmbh
  • 12.11. Kodak
  • 12.12. Lightspace Technologies
  • 12.13. Lightspeed Design Group
  • 12.14. NewSight (X3D Technologies (DDD), 4D-Vision, Opticality)
  • 12.15. NuVision (MacNaughton, Inc.)
  • 12.16. Nvidia Corporation
  • 12.17. Ocuity
  • 12.18. Pavonine Inc.
  • 12.19. Philips 3D Solutions
  • 12.20. Planar Systems - Fergason Patent Properties
  • 12.21. RealD (Stereographics)
  • 12.22. Seereal Technologies Gmbh
  • 12.23. Sensio
  • 12.24. Sharp
  • 12.25. TDVision Systems
  • 12.26. Virtra Systems

13 Appendix C: Companies in 3D

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