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3D Gugle
User's Guide
(Direct anaglyph)
Sample gallery 2d>3d conversion
>>
Project theory
>>
Direct Anaglyph conversion method
>> Menu
>>
Definitions
>>
Procedure to directly
convert a 2D image to a 3D anaglyph
>>
Record and Clean
The theory of the "Direct Anaglyph" project
This software is the result of an important discovery regarding visual perception.
It is postulated that depth perception is not produced by the addition or fusion of two separate images but is simply the result of the horizontal displacement of a single image's colours (or one component of the colours) and for this reason it is not necessary to use images taken from two different viewpoints in order to reproduce the three-dimensional effect.
This software is the perfect demonstration of this theory.
The software also shows that the geometrical incidence of the viewer's perspective cones (that are normally used for the calculation and demonstration of perspective) not only do not have any value regarding stereoscopic vision, they actually prevent it...
"Direct Anaglyph" conversion method
In this laboratory it is possible to easily and quickly convert any ordinary image or sketch into a corresponding three-dimensional anaglyph.
3D Gugle operates directly on the image to be converted without preventing the creation of stereo pairs.
With "Direct Anaglyph" a further advantage is that you can interactively see, (in "real time") the result of any manipulations that you make, without any complications or difficulty.
3D Gugle also provides numerous 'laboratories' to assist with the precise retouching and rapid execution of your anaglyph.
Although the quality of the images produced with "Direct anaglyph" is not limited by technical considerations, the best results require some ability and knowledge of anatomy and perspective.
Working with "Direct anaglyph" you are a sculptor
but your tool is a mouse rather than a chisel.
For
more detailed information regarding 2D to 3D conversion, see the
following 3D Gugle tutorials :
No-Shift
Anaglyph To
create anaglyphs that are comfortable to view with and without
anaglyph glasses.
Direct
Stereo Pairs
To convert an image to a Stereo Pair
Direct
Depth Map
To convert an image to a depth map
Direct
Layers,
To convert an image using Layers
Layers
Assembly
To create a stereo image from layers
Free
deformation
To create a free-form virtual depth or to make stereo
deformations
Sphere
LAB
To create a spherical virtual depth or to make stereo
deformations
Depth
LAB
To create a virtual perspective or to make stereo deformations
Stereo
Analysis
To verify the quality of the 3D conversion
Paint
LAB
To retouch or to clone areas
Combine
LAB
To sum two images
Write
LAB
To add normal or stereoscopic text to your
images
Frame
Shop Lab
To add a normal or stereoscopic frame
Anaglyph
Ghosting Document
describing the 'anaglyph ghosting' problem
Deghost
by Contrast A Lab to rapidly Deghost
Deghost
by Histogram
A Lab to rapidly Deghost
Luminance
LAB
To control the general colour-depth and to setup
the colours for anaglyph printing
CMYK print preview
To see the real printed colours
Add
Color
To add a colour for correcting anaglyphs with low
colour-saturation
Lack
of Colour
RGB
channels
To split an image into its RGB component
channels
Emboss
Depth Emphasise To add body and form to the anaglyphs
Colors
Shift selection
To choose the preferred combination of colours for
making the anaglyph
Jpeg
Analisys
To correctly save an image using the JPEG format
Anaglyphs
to Stereo Pairs To
convert anaglyphs to Stereo Pairs
Box
To crop or to add a mark to your anaglyph
Rapid conversions, videos tutorial for beginner
After opening an image that you wish to convert to 3D, select "2D to 3D/Direct Anaglyph".
In the "Direct Anaglyph" environment, the preceding menus are replaced with others relevant to the conversion job.
Before describing these techniques, let us look at these new menu options
Menu Options
With "Perspective Control" it is possible to create deformations that correct errors or produce special effects.
The use of "Perspective Control" is easy and intuitive.
For the various function of this control please consult "Free Deformations".
When a deformation is applied by pressing 'OK' in the "Perspective dialogue", you can still alter it before moving to the next plane.
To Undo the previous deformation, use mouse left-click, to Redo use mouse right-click.

Auto 3D
"Auto 3D" serves to
emphasise the relief of small details for which the manual procedure would be
impossible or tedious.
Auto 3D's algorithm operates on the luminance value.
In other words, it tries to imitate the human eye by putting greater relief into the lighter objects.
Although the Auto 3D effect is applied to the entire image, it is easy to cancel it in selected areas by moving the mouse with the left key depressed.
If you make a mistake, restore by moving the mouse with the right key depressed.

Examples of automatic conversion:
Load Depth Map
"Load Depth Map" applies
the depth-data contained in a standard greyscale-format Depth Map file.
With the scroll bars you control the expansion or compression of the depth.
Click menu option "File/Load Depth Map" to start a dialogue and to load a new depth map use the button "Load Depth Map".

Note:
After "OK" to apply the
Depth Map you can cancel or correct the 3d effect by using the mouse as
described in "Perspectives control".
Save Project (Work)
"Save Project" saves the current project together with all the necessary parameters to continue the work from the same state at a later time.
The extension of the project files is: *.3dd.
Files with the extension *.3dd can normally be opened from the menu: "File/Open Image", with a drag-and-drop method or by making a double click on the name from Window's "Resource Explorer".
When you open a "Project" file directly, you enter
the "Direct Anaglyph" environment in exactly the same state as when you left it.
Fixing
"Fixing" resets the counters and memory and 'freezes' the image, prohibiting any further change.
Fixing is an important function which serves to preserve the image for final retouching and completion.
The function will be explained in the example that follows later.
Restart
"Restart" cancels all the performed operations, restoring the memory and image to their original state.
If "Fixing" has been previously applied, "Restart"
restores the image to how it was at the time of the last fixing.
Exit
"Exit" is the only way to leave "Direct Anaglyph". It is advisable that you first "Save Project".
Before returning to the ordinary environment of
"3D Gugle", "Direct Anaglyph" asks if you want to save the changes.
If you answer "Yes", the anaglyph is recopied to the main window and in this way
you can save or correct with the other 3D Gugle tools.
If you answer "No", the image will reappear in the main window as it was before
conversion.
Menu Trace
The menu: "Trace" contains the options to change the size of the chisel, to activate the Box and to use the recorder.
Trace
: "Numerical menu 2-250" changes the diameter (of a circular chisel) or the side (of a square chisel).Trace
: "Box". The "Box" tool is very important and provides two functions: the first acts as a chisel but with the ability to operate on large areas; the second defines a visual reference guide that helps you avoid unnecessary retouching work.Trace
: "Centre Box" When the Box is shown, this menu is active and it positions the Box to the centre of the window.Trace:
"Trace Type" From this menu it is possible to choose a circular or square chisel.Trace
: "Record" The recorder is an important option that allows the job to be simplified.Trace
: "Record Start" Start recordingSee also "Using a record" on this page
Menu View
With this menu the work
area can be magnified in order to work with greater precision on small details.
The magnified image uses a good quality interpolation method.
If the option "Window" is activated, the image is
automatically resized when you change the dimension of the main window.

New Window:
New Window: shows a new window with automatic image resizing.
It is normally obligatory to activate this function.
If your images are destined for publication, with this window you have the possibility to verify the exact 3D effect.
Always remember to ask to your client what size
(in millimetres) the converted job will be printed.
It is impossible to produce a good job without this information.
The anaglyph depth changes if you change the dimensions of your anaglyph.
For instance, an image with high dpi (dots-per-inch) resolution appears enormous
on the monitor and dwarfish when it is printed.
The example below shows that the small image does not have much depth.
If you use a millimetre ruler to resize this window, you can see your job as it
really will be when printed.
Even if your image will not be printed, this window is always essential because
it helps to see the whole image.
Ideally, this window should be located on a second monitor if your graphics-card supports dual monitors.
To refresh the Free Window, click with the mouse on the same window image.
Special Menu
(Mouse and Keyboard)
Mouse:
Mouse: The chisel is enabled by
pressing the left button and cancelled (restored) by pressing the right button.
This way of operating is perfectly natural and learned in the blinking of an
eye.
Box
: The Box operates like chisels but it works by pressing the spacebar and it is cancelled by pressing the "C" key.Key "Z"
: The "Z" key, if pressed, highlights the area of the job at the current depth. It returns to the normal state when "Z" is pressed again or when the image is clicked on with the mouse.The work performed at the current depth is visible as an area of intense colour and the remainder is displayed in the complementary colours as in the figure below:

Key "E"
: The "E" key applies the actions memorized by "Record".Menu: "<-"
: Pressing this pushes the depth plane backwards. If you observe the image with anaglyph glasses, it will appear more distant.(It is like adding a new plate to an existing stack of plates).
Menu "R=n"
: This passive option indicates which depth plane you are at.Menu: "+>"
: Pressing this pushes the depth planes forward. If you observe the image with anaglyph glasses it will appear nearer.
Definitions
1) The term "graphic
object" denotes a part of the image that represents an identifiable
feature.
For instance the jockey or the horse is a defined graphic object. The leg, hat
or hedges are also graphic objects.
2) The expression to "paint
with the mouse" a graphic object refers to the whole surface of the
object including the shift area.
The shift area is the area that becomes visible to the right or left of the
object when clicking "<- " or "
+>".
Try to avoid trespassing outside the shift area or touching other graphic
objects that have already been worked on.

3) When it says "work
only to the left area" or to the left contour this means the real area
(contour) of the left side, as shown in red below:

The 2D>3D conversion Procedure
We will now proceed with a detailed description of a conversion of a normal image to a three-dimensional image.
With 3D Gugle the 2D to 3D conversion is fast and easy.
3D Gugle is the only programme that implements this anaglyph conversion method.
The basic concept is to divide the image into areas at different depth levels or planes.
You paint with the mouse all graphic objects that are at the same depth level.
Having finished working on one plane, you move to the next depth plane and execute the same actions.
To move to the next plane, click "<- "
Tip: for your first attempt, use the same image as in this example.
To download the image, right-click with the mouse on the image below, select "Save with name" and then select *.bmp extension.
After the Save operation, select 3D Gugle's "File/Open Image" to load the image that you have just saved.
Select "2D to 3D/Direct Anaglyph" and open the image.
The original image is:

Attention
, the method that will be described is not the recommended way to make high-quality anaglyphs. It is just a simple description of the main steps so that you can understand the procedure.Graphic artists experienced in the art of conversion have their own methods or improvements derived from experience.
3D Gugle is designed to allow for the maximum operational flexibility and has tools with which it is possible to make many types of corrections and other preparations prior to conversion. These operations can not only speed-up the work but also improve the quality of the result.
Many artists also use some hybrid techniques based on direct conversion but also integrated with Layers. These operations are relatively complex and require a deep knowledge of 3D Gugle's capabilities.
1) Step
Imagine that you are
viewing the subject from directly above and you divide it into a number of
planes at different depths when viewed from the front - as many as you prefer.
The quality of the final result depends on the number of planes that you decide to use.
In the figure below, the depth planes are represented by the horizontal blue lines.
Attention
, the eight planes represented in this figure are just an example and are intended to give an idea of the process involved. In the example that follows there are more than eight planes.
The line that intersects the most distant area of your image is the line of plane "0" (zero)
This line also corresponds to the starting point of your job and is represented in the menu: "P=0", as value zero, as depth zero or level zero.
Every horizontal line represents a different depth plane.
When you press the menu: "<-" you move to the following nearer plane.
For instance with a single click on "<-" you move to plane " P = -1 ".
To work a depth plane means painting with the mouse all the objects that belong to that plane.
The distance between the lines of a plane and the following plane determines the perspective in 'stereo-space'.
The lines of the most distant planes are closer together than the lines of the nearer planes.
In other words, a movement of a single pixel applied to plane -1 corresponds to 50 meters depth while the same pixel-movement applied to plane -7 corresponds to only a few centimetres of stereo depth.
Normally, perspective calculations are not necessary because the effect is easily and interactively seen when wearing the glasses.
2) Step
When you start the
conversion work, you are located at depth-plane Zero. (Red=0)
This plane does not require any work as it represents the region farthest from us.
In our example, the zero plane is represented by the sky in the background.
3) Step
Now, to start the conversion work, click "<- " to move to plane -1.
At this level (P = -1) you work on all the objects (and only those objects) that belong at that depth.
To work on the objects, paint them with the mouse left-button depressed and, in case of error, restore with the mouse right button.
Note
:To complete the work on this level, paint with your mouse all zones that are represented in red in the figure below

4)
Step
Click "<- " (r = -2) to go
to a new area nearer you.
In this new depth plane, paint all zones that are
shown in red.
In other words, you work on an area nearer to you than the preceding one.
When you paint with the mouse you have to be careful not to wander into areas that belong to the preceding plane, (the plane that you have already worked on).
If you draw in areas that belong to the following plane, that is not a problem. (The following plane is the next plane that you will be working on).
This is a great advantage because it allows you to work quickly while concentrating on a small part of the image.

5) Step
Click "<- " and continue
as above

6) Step .......

7) Step .......
8) Step and 9) Step
Since the distance between the first hedge and the ditch is significant, in this
and similar cases, apply some empty steps to create a depth separation.
In other words, simply press "<-" but do not paint anything.
You always have to remember that for every "<-" click your image acquires a depth value that is proportional to the sideways displacement of the shift colour.
The unit of movement corresponds to a single pixel. In other words when you press "<-" you move the Shift colour one pixel to the left.
It frequently happens that a single pixel movement does not succeed in creating the depth that the image requires and in such cases a movement of two or more pixels is required.
In the example image, the distance between the houses and the line of trees is significant and a single click is not sufficient to create the correct depth.
No action is applied when there are no objects that intersect the planes already worked on.
If you observe with the glasses, when the above actions are performed, you will see that the visual impression of distance is increased.

10) Step .......

11) Step
The left contour of the jockey and the left contour of the horse have to be
repainted in the areas that re-enter the perspective planes already completed.

The rule, explained in Step 4, is that you cannot work on layers that have already been worked on and that rule must always be adhered to.
If you do not observe this rule, the red colour displacement becomes excessive. However, when a graphics object re-enters areas already completed, it is not necessary to work the entire object but only the left contour.
This is not a difficult concept but to gain
understanding requires some practice.

In the example above, the flagpole enters each
depth plane.
Each time it does so, there is a displacement of pixels. The effect is
cumulative so if it is not remedied the result is an excessive and annoying
streak on the left side and a distortion of the perspective of the nearest
plane.
This defect is shown by the red arrow. (This defect can be dealt with in the
“PaintLab” but this takes much time and the result isn’t always optimal.)
The remedy is to work on the re-entering object each time you move to a new plane. It is only necessary to re-work the left contour.
In the flagpole example on the left, the pole has only been worked on when it has reached the level to which it belongs. In the example on the right, the pole has been re-worked on each consecutive plane.
To make this repetitive work easier, you can use the “recorder” function.
To activate record, select "Trace/Record/Start".
When the recorder is active, every effective action that you perform is recorded.
When the recorder is active you can still cancel or use the Box. In practice you are able to work normally.
To stop recording, press F12 or use menu option "Stop"
To apply the recorded action, press "E".
To see the area worked after applying the recorded action, press "Z"
12) Step
........
Do not forget the
left contour of the jockey and the left contour of the horse.

13) Step
........

14) Step ........

15) Step ........
The jockey
belongs to this depth level and therefore you must work the entire layer.
The horse, however, has not yet reached that level and only requires work for the left contour.

16) Step ........
The hedge re-enters the
preceding level and for that reason it is necessary to spread its contours to
the left.

17) Step ........
For simplicity and to
reduce work, the horse's head has been treated as a single object, the left
contours providing sufficient depth.

18) Step ........

19) Step ........

20) Step ........

21) Step ........
The technical work is now completed and at this point it is prudent to save your
work with the "Save Work" option.
The menu: "Save work" is in the Menu "Options".
Leave the "Direct Anaglyph" environment with "Options/Exit" and for safety also save your image with menu option "File/Save Image".
It is best to save in a lossless format such as "*.gna, .bmp, .png, .tiff".
Attention: do not confuse "Save Work" with "Save Image".
"Save Work" saves the whole project, with all its current settings, allowing you to instantly restore the project and continue working on it.
"Save Image" simply saves the image as file: "Image".
Generally, for an uncomplicated 2D image such as used in this example, it only takes a few minutes to complete the work on all 21 levels.
To do a good job quickly you must first analyse the image and identify the regions located on each depth plane.
If your work has been done correctly, it should be similar to that shown below: (view with glasses)

22) Step
With this step begins the activity that we will call: "Retouching".
This new activity is generally divided in two parts: the first corrects depth errors, and the second corrects execution errors.
Execution errors are corrected in the "Paint LAB".
The "Paint" Lab is in menu "Image/Special Functions".
Further on in this page is an illustration of a job performed with "Paint".
RETOUCHING
We will now begin with the retouching of the three-dimensional effect.
If you look carefully at the completed anaglyph you will see some errors.
Attention however: the errors that you identify depend not only on your artistic sensibility but also on two other important factors, namely the monitor calibration and the quality of the glasses.
Before progressing, it is an opportune time to check these devices.
To do this, please refer to the document "Setting Devices".
The fact that your glasses and monitor are calibrated does not assure that your client uses the same setting.
To help you see these errors, there is a function available in 3D Gugle that can
convert your Anaglyphs in to Stereo Pairs.

Observing the stereo pairs produced indirectly in this way means that you can evaluate the result as observed by the average user.
When you use the stereo pairs conversion function for this specific type of analysis, it is appropriate to select the mode "Gray Scale".
After the transformation into stereo pairs, you can freeview cross-eyed or use a stereoscope.
You can put your stereo pair into a "New Window" so that you will be able to observe it while applying corrections to the anaglyph.
The function "New Window" is in the "View" menu.
Retouching of the anaglyph
We will now begin with the retouching of the
three-dimensional effect.
To make corrections,
magnify your anaglyph with the menu "View" set to 200-300% and observe with the
glasses.
The first thing to be observed, and then analysed, is the different behaviour or three-dimensional effect of the specific colours.
The light colours normally result in greater depth than the dark colours.
Also, although you may have worked logically and correctly divided the image into depth planes, it can still seem that objects on the same layer appear to be on different layers.
This, however, is an optical illusion present in every 3d image and is independent of the stereo technique that you used.
This error can only be corrected with special functions that are only available in 3D Gugle.
The 'depth distortion' effect produced by different colours depends on many graphic factors that apply to the entire image.
It cannot be predicted beforehand and, for this reason, it is necessary to use only simple visual analysis and one's own experience.
Initially, when working on the planes, one is concerned with the general rather than the particular, particular details will now be adjusted.
Every 3D artist, generally, develops a workflow
for correcting 3D errors; the following 'classical' method is the basis of most
other methods.
Classical Method (working on the anaglyph)
To correct, it is necessary to centre the graphic object in its Shift space.
After centering, apply "Options/Fixing".
To centre an object use "<- " or "+> ". These move the Shift colour to the left or right.
In the example that follows: the left image is before the action and the right image is after centering the red.
| Before | After the centering of the red |
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|
If your detail requires increased depth click "<- ". If it requires decreased depth click "+> ".
If you observe the jockey with the glasses, you will see that the face, the left arm and the left leg do not have any depth (they are flat).
To correct this problem, click "<- " and then paint the parts that require it.
| Working deth (-1) | The result |
|
|
|
If, (as in this case), it is required to further increase the depth, repeat or click on "<- ".
You may like an explanation of why it is possible to work simultaneously on an object that is situated at a different depth level.
The secret is this: when you execute "Fixing" you flatten the entire image to level zero but you do not change anything of the job already performed.
The jockey's hat was on a different level to the arm and remains on a different level.
With the retouch you have simply moved the level of the hat, from what it was, to one less and that of the arm from what it was also to one less.
For instance, if the hat was at level -5 and the arm was at level -6, after the correction the hat is at level -6 and the arm is at level -7.
| Working area (-2) | The result |
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If you want to push a detail back in depth, the procedure is identical to that just described except that you click on "+> ".
If you observe the figure below, you will see that the grass between the arm and the chest of the jockey has the wrong depth: it is too near.
To correct this, first centre the red and then execute "Fixing".
At this point you press "+>" (five time in this case) and then with a small chisel you work in the area that has to be pushed back in depth.
| Working area (+5) | The result |
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|
Using the method just described, continue the same
work on all details of the image for which it is necessary.
Note:
The same method is used to correct the single objects or the general
depth of the anaglyph produced by two images.
Before doing anything, you need to move one level forward with "<-".
Now you start the recording with "Trace/Record/Start" and work with the mouse in the required areas of your image.
On completion, press "Stop" to terminate the recording or press function key F12. (The "Stop" and the "Start" commands are in the "Trace" menu.)
After the action is stopped, press "E"(Execute) to apply the recorded actions.
In other words, for every new level that you move, you have to apply the recorded actions.

| Record working area (image 1) | -10 floors the First result (image 2) | Image completed (image 3) |
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In the first figure shows the area worked during the recording.
The second figure shows the result after applying the recorded action ten times.
Remember that for every new level, before applying the recording you have to press "<-".
The third figure shows the completed job.
To complete areas where the recorder has not acted, manually paint with the mouse.
Clean – fixing execution errors in the Paint LAB
After completing the 2D to
3D conversion, it is essential to clean some areas that contain residual traces
of the red shifting.
This action is very simple and you make it with the "Paint LAB" section.
The example photo is cleaned in "Paint LAB" with the "Mode" "Red".
For a perfect cleaning you can also use a separate colour channel working only on the red channel, see the "RGB channels" .
| Dirty area | Red cleaning |
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Sample images gallery 2D
to 3D by 3D Gugle "Direct Anaglyph"