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stacker:docs:syntheticstereo [2020/07/12 22:01]
rjlittlefield [Other Resources] Add ref to synthetic vs true stereo comparison
stacker:docs:syntheticstereo [2023/03/18 17:48]
rjlittlefield Added sections "Retouching" and "Slabbing"
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 If you are on a Windows computer or have Windows emulation software, you should consider getting a copy of the free StereoPhoto Maker software (http://​stereo.jpn.org/​eng/​stphmkr/​). ​ It provides an excellent viewer that allows displaying a single image in various display formats, including crossed-eye,​ parallel viewing, red-cyan anaglyphs, and many other less common forms. ​ It also provides a variety of editing capabilities. ​ Cropping is especially handy, since this feature is not yet built into Zerene Stacker. If you are on a Windows computer or have Windows emulation software, you should consider getting a copy of the free StereoPhoto Maker software (http://​stereo.jpn.org/​eng/​stphmkr/​). ​ It provides an excellent viewer that allows displaying a single image in various display formats, including crossed-eye,​ parallel viewing, red-cyan anaglyphs, and many other less common forms. ​ It also provides a variety of editing capabilities. ​ Cropping is especially handy, since this feature is not yet built into Zerene Stacker.
 +
 +
 +===== Retouching =====
 +
 +As a general rule, retouching of stereo images should be avoided, except to fix transparent foreground artifact as explained below under Slabbing.
 +
 +The reason for this restriction is that any inconsistency between the two images will be glaringly obvious when viewed as a stereo pair.  At the least, mismatching areas will call the viewer'​s attention by appearing to "​flash"​. ​ At worst, if the retouching process has resulted in horizontal shifts of any patch, then in the stereo view that patch will be seen as pulled forward or pushed backward!
 +
 +It is almost impossible to avoid such inconsistencies when retouching each image independently,​ except for the special case of fixing transparent foreground artifact by retouching from Stack Selected of the foreground regions.
 +
 +So consider yourself warned: avoid retouching stereo images except to fix transparent foreground.
 +
 +===== Slabbing =====
 +
 +In general, "​slabbing"​ is a two-step technique in which (1) sets of adjacent original source images are focus stacked to create "slab outputs",​ and then (2) the slab outputs are used as inputs to another stacking operation that puts the whole stack together. ( See [[https://​zerenesystems.com/​cms/​stacker/​docs/​slabbing|Slabbing]] for a general discussion of slabbing.)
 +
 +Slabbing is a powerful way to simplify retouching, and it is particularly helpful for fixing "​transparent foreground"​ artifact in stereo pairs.
 +
 +Used for this purpose, a good workflow for slabbing and stereo pair generation goes as follows. ​
 +
 +(One caution: this procedure should not only be read, but //​followed//​! ​ The procedure is long and complicated,​ and it is easy to go astray.)
 +  - Launch Zerene Stacker.
 +  - Load original source images.
 +  - Determine two Shift X limits, one for each eye's viewpoint.
 +  - Set general batch options:
 +     * Menu select Options > Preferences.
 +     * At Preferences > Alignment, be sure that appropriate options are selected.
 +     * Set Preferences > Slabbing > "​Stacking operation"​ to be PMax.
 +     * Set Preferences > Slabbing > "How to save output images"​ to be "Keep only in project"​.
 +     * Click OK to close Preferences dialog.
 +     * Menu select Batch > Show Batch Dialog.
 +     * Be sure the Queued Batches area is empty. ​ If any queued batches are present, then select and delete them.
 +     * Close Dialog.
 +  - Generate slab script for the __first eye's viewpoint__:​
 +     * Menu select Batch > Slabbing. ​ //(This will automatically open the Preferences dialog.)//
 +     * Set Preferences > Stereo/​Rocking to generate __one__ frame at the __first eye'​s__ Shift X limit. \\ //(Put a checkmark in the box to "​Generate stereo pair or rocking sequence",​ \\ and put the same __negative__ number in both of the Shift X Limits fields.)//
 +     * Set Preferences > Slab Saving > Template to be "First Eye Slab {outseq} {method}"​.
 +     * Click OK to close dialog, generate batch script, and open the Batch Queue dialog.
 +     * Close Dialog to close the Batch Queue dialog.
 +  - Generate slab script for the __second eye's viewpoint__:​
 +     * Menu select Batch > Slabbing ​ //(This will automatically open the Preferences dialog.)//
 +     * Set Preferences > Stereo/​rocking to generate __one__ frame at the __second eye'​s__ Shift X limit. \\ //(Put a checkmark in the box to "​Generate stereo pair or rocking sequence",​ \\ and put the same __positive__ number in both of the Shift X Limits fields.)//
 +     * Set Preferences > Slab Saving > Template to be "​Second Eye Slab {outseq} {method}"​.
 +     * Click OK to close dialog, generate batch script, and open the Batch Queue dialog.
 +     * Close Dialog
 +  - Generate all slab outputs:
 +     * Menu select Batch > Show Batch Dialog.
 +     * Run All Batches.
 +     * Close Dialog.
 +  - Save slab outputs and load them as input files, __already aligned__:
 +     * In the Output Images panel, select all slab outputs.
 +     * File > Save Output Image(s), to any convenient location.
 +     * At Options > Preferences > Preprocessing,​ be sure there is a checkmark on "__Add files to existing project as already aligned__"​.
 +     * Add slab outputs to the Input Files Panel.
 +  - Stack selected with __no added stereo shifts__, to generate each eye's view for the full stack:
 +     * Menu select Options > Preferences.
 +     * At Stereo/​Rocking,​ be sure there is __no checkmark__ on "​Generate stereo pair or rocking sequence"​.
 +     * At Image Saving, set Template to be "First Eye ZS {method}"​.
 +     * OK to close Preferences dialog.
 +     * In the Input Images panel, select all First Eye images.
 +     * Stack > Stack Selected (PMax)
 +     * Menu select Options > Preferences
 +     * At Image Saving, set Template to be "​Second Eye ZS {method}"​.
 +     * OK to close Preferences dialog.
 +     * In the Input Images panel, select all Second Eye images.
 +     * Stack > Stack Selected (PMax).
 +
 +The main products of this long and complicated procedure will be:
 +
 +  * Two output images, named "First eye ZS PMax" and "​Second eye ZS PMax".
 +  * A collection of slab images, named "First Eye Slab ..." and "​Second Eye Slab ...". \\ These can be used to retouch the corresponding eye's main output image.  ​
 +
 +Note that when retouching, it is a good idea to set Options > Preferences > Image Saving > Template to be either "First Eye..."​ or "​Second Eye...",​ each time just before Edit > Commit. ​ This will help to keep straight which view is which.
 +
 +As already noted, the procedure is long and complicated,​ so there are lots of places to go astray. ​ Most missteps will be quickly obvious, but there is one type of error that can be quite mysterious. ​ That results from accidentally stacking with alignment and/or stereo shift added when they were not supposed to be.
 +
 +In particular, it is critical that:
 +
 +  * "Add files to existing project as already aligned"​ is selected, when the slab outputs are added back to the project as Input Files. If this is not done, then Stack Selected will try to re-align the stereo-shifted slabs to match the original source images, and that will generate nonsense output.
 +  * There must be no checkmark on "​Generate stereo pair or rocking sequence",​ when Stack Selected is run to combine the slabs to make full stack results. ​ If the checkmark is left in place at this stage, then the already-shifted slabs will be stereo-shifted again. ​ The resulting output will not be correct. ​ However, it may look reasonable at first glance, so the first hint of this error may be that when retouching is attempted, the slab images do not align properly with the full-stack composites.
 +
 +This documentation is rather new and no doubt can be improved. ​ Please report difficulties in using it, by sending email to support@zerenesystems.com .
 +
 +
 +
 +
 +
 +
  
 ===== Calculating Shift Based On Viewing Angle ===== ===== Calculating Shift Based On Viewing Angle =====
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 Viewing angles that are off axis vertically use the same rules, substituting height for width and Y for X.  Note that this means the same angle will require different shift percents for X and Y, in proportion to the frame dimensions. Viewing angles that are off axis vertically use the same rules, substituting height for width and Y for X.  Note that this means the same angle will require different shift percents for X and Y, in proportion to the frame dimensions.
 +
 +Recent versions of Zerene Stacker include a Stereo Shift Calculator, which automates the above computations.  ​
 +
 +Here is an example of its use, corresponding to the numbers shown above:
 +
 +{{:​stacker:​docs:​syntheticstereo:​image008.jpg}}
 ===== Other Resources ===== ===== Other Resources =====
  
stacker/docs/syntheticstereo.txt ยท Last modified: 2023/06/18 17:33 by rjlittlefield
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