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I know that introducing shutter into 3D creates an unnatural effect.

With shutter meaning left eye sees then right eye sees.


So I said to have a TV that has the pixel on a angle.

So the pixel is multiplied by 2, 1 pixel on each edge of the angle.


Then the pixels were angled so the pixel at the far end of the TV is visible to the eye in one spot.

This way the eye sees all the pixels of the TV.


Now the eye sees in stereo only one person sees in stereo 3D and only if their eyes are in a certain position.

This is not possible to do, so to fix this you need to move the screen, by tilting it like a seesaw teeter totter.


Now you have a seesaw teeter totter screen so the flat panel actually moves, you need head tracking.

Like in virtual reality, that kind of head tracking.


The head tracking shows the TV that your two eyes Interpupillary Distance measured, is at whatever position you move your head.

Because the pixels are static, the Interpupillary Distance will have to be compensated for by the viewer to sit far enough away from the TV to get the correct Interpupillary Distance .


Now The TV blinks the picture on and off.

This removes blur that is bad for 3D.


So four parts for auto-stereoscopic TV;

the pixels is multiplied and put on a angle

the screen tilts

there is head tracking to say the eyes are at this position.

the TV blinks the picture on and off.


Now when the head is at one position, the screen is tilting to show the picture to that position.

As long as the head tracking says that both eyes can't see the entire screens pixels, the TV does not blink on.

But when the head tracking says the eyes can see the pixels the TV blinks the pixels on.


Now x number of people can all see 3D if they sit far enough away from the TV so their Interpupillary Distance works for them based on how the angle of the TV sits the pixels.


This takes the blinking and head tracking idea of oculus vr, and the pixel idea I had, and merges them together.

The wobbling screen works like the avegant "glyph" headset, because the glyph tilts mirrors.


Now to get the correct Interpupillary Distance regardless of how far you sit from the TV, you would get rid of the pixels on a angle and use the glyph tilting mirrors.

When the mirrors tilted one way they tilt so the eye sees all the pixels but only one eye sees all the pixels.

Then based on ipd and head tracking, when the mirrors tilt to show the picture to the other eye the other eye sees all the pixels in their Interpupillary Distance at whatever distance the eye is from the TV.


Now if the glyph mirror tech is used instead of the pixels on a angle,

and the head tracking beams the picture into each eye sequentially,

you can theoretically move your head closer to the TV and still see 3D.


Now if you can move your head closer to the TV and still see 3d the picture being shown can take the head tracking and change the displayed image so you get a virtual reality or holographic effect when you move your head closer to the TV.


Imagine looking around a corner and looking down a street in virtual reality all by bending in your chair and moving your head in approximation to the TV.

Now as you look down the street which is around the corner you see agent smith walking towards you.

Now you move your head approximation to the TV sow the displayed image from the TV is no longer looking around the corner.

You get the eerie sense that something is around that corner, add in AI and you are in the matrix, literally by using holography and AI.

Now be nice to the agent.

 
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