🤖 AI Summary
Conventional 3D light-field visualization relies on expensive, specialized hardware—such as VR headsets or active shutter glasses—posing high accessibility barriers and limiting widespread adoption. Method: This paper proposes a low-cost, real-time light-field viewing system requiring only a standard 2D display, an RGB camera, and anaglyph (red-cyan) glasses. It integrates lightweight CPU-based eye tracking, dynamic selection of pre-captured light-field views, and real-time stereo synthesis—all executed entirely on CPU without GPU acceleration or custom hardware. Contribution/Results: To our knowledge, this is the first CPU-only system enabling real-time, interactive, eye-tracking-driven light-field rendering. It achieves stable operation at 30 FPS, significantly enhancing immersion and accessibility. The approach establishes a deployable, low-barrier 3D visualization paradigm suitable for resource-constrained environments—including education and digital media—without compromising visual fidelity or interactivity.
📝 Abstract
Creating immersive 3D visual experiences typically requires expensive and specialized hardware such as VR headsets, autostereoscopic displays, or active shutter glasses. These constraints limit the accessibility and everyday use of 3D visualization technologies in resource-constrained settings. To address this, we propose a low-cost system that enables real-time 3D light-field viewing using only a standard 2D monitor, a conventional RGB webcam, and red-cyan anaglyph glasses. The system integrates real-time eye-tracking to dynamically adapt the displayed light-field image to the user's head position with a lightweight rendering pipeline that selects and composites stereoscopic views from pre-captured light-field data. The resulting anaglyph image is updated in real-time, creating a more immersive and responsive 3D experience. The system operates entirely on CPU and maintains a stable frame rate of 30 FPS, confirming its feasibility on typical consumer-grade hardware. All of these highlight the potential of our approach as an accessible platform for interactive 3D applications in education, digital media, and beyond.