=========== THEORY OF VIRTUAL 3D



The
theory of
Virtual 3D is
simple enough. Stereo
ie binocular vision requires
two images taken apart and separated
by about the distance between a pair of human
eyes, that is the current theory. Point source rays of
light from any point of the image travel in straight lines
to point source on the negative which is identical
except proportionately smaller


A BINOCCULAR STEREO 3D PICTURE





LEFT EYE - RIGHT EYE ORIGINAL STEREO PAIR



INTRINSIC CROSS HATCH WAVE PHASING


The
plain fact
is, that light also
travels from the upper left
corner of the image to the lower
right corner of the negative, and visa
versa from upper right corner of the image.
Light also travels from the lower right corner of
the image to the upper right corner of the negative,
and so on. The negative is saturated with tiny cross
hatched rays that form a subtle high frequency grid
in the film media, far to subtle to be discerened
by the eye in a mono photo, but there none
the less, a very subtle but exact form
of hologram is stored in every
film, in consequence


The subtle
hologram contains
3D information, obviously,
since spacial separation of left
side of original image field to right
side of negative is stored intrinsically
in the negative's subtle cross hatching. The
latent 3D can be brought out in the open by two
identical images placed separated side by side and
focused together to form one 3rd 'Virtual' image
in between - 'virtual' because the 3rd image
is physically non-existent only existent
due to optics which are energy
forms without inertia
or mass


Any
image
will show a
modicum of 3D when
just two identicals are placed
side by side and superimposed by focusing


Further
3D can be
coaxed out of
the image(s) by slight
variances in width vrs height
between the two images - the width
greater and height less of one vrs the other,
this serves to re-enforce the original cross hatch 3D
matrix laid down on the negative in the photographic capture


Yet more
real 3D can
be coaxed out
by adjusting the
picture's brightness,
color strengths, and media
densities, these adjustments serve
to help cancel out wash and wishy's imparted
by the negative's developing solutions and other errors
such as stray side light entering upon the viewing not a part of
the original image. Postive factors re-enforce and negatives
cancel, the result being a better 3D picture in terms
of both stereo content and image brightness,
clarity, and details. It happens, in
'Virtual 3D' that such positive
vrs negative re-enforcement
actually works very well,
for instance it is
possible to also
work an image
so that the
3D is
virtually
wiped away, all
cancelled, but who wants that


ILLUSTRATION


Now to
illustrate
the sane valid
arguements. Following
are 2 versions of the same photo
'Quasar Comes Home'. The first is the same
single MONO photo presented side by side in dublicate,
all aspects are the same, essentially, two identical pictures are
simply placed side by side on screen, and when superimposed,
some 3D is evident though not a great deal. Nevertheless
the fact that SOME stereo is present validates the
whole concept of Virtual 3D, there could not
be ANY genuine stereo unless it is in the
original MONO photo stored in the
media when the original image
was first captured on film.
The word genuine fits
because all aspects
of the stereo
are correct,
the dog's
tail is
wagging
behind the
dog, the cars
are in the garage,
the distant Gatineau
Hills are blue in the distance.
See what I mean, all correct. The second
image 'Final Display' is the same mono image hustled
with a few enhancements in a Windows PC graphics editor, and
displayed in two slightly assymetric sizes, the width of one slightly
wider and its height slightly less compared to the other. The
increased boost in stereo is self evident just
from these two cosmetic adjustments.
Proof, self evident, self
contained, that
Virtual 3D
exists!




QUASAR COMES HOME




FINAL DISPLAY
ADJUSTED FOR BETTER STEREO



A
slight
cost to veracity
is that the height can be
slightly off whack due to the kind
of sizing adjust that produces best stereo.
In many instances the increased height is absorbed
by translation into more stereo on the horizontal plane
of depth, but in the instance of the photo above, there
was already a good modicum of stereo in the original
same-mono-pair and so the extra height was not
well absorbed, giving an exaggerated
height in net result



This
photo was
taken in 1994
on the far east side
of Ottawa with a 110 camera
bought for under $20.00, showing
that original image quality does not
have to be superb in order for its latent
Virtual 3D to become apparent. As already
said, any mono photo, no matter how
dimmed how amateurishly
non professional, will
have stereo in
its cross
hatched
media



SEE 3D CALIBRATION FOLIO




CULTURAL ICONS







ARCHITYPAL SUN RA RADIATES ABOVE ANDROMEDA





ORIGINAL



A hot spew
from behind the core
bunches up in soliton waves by
galactic pulsations, as Andromeda spews
a core steam at different rythmic velocities, the
stream slueing around a right arc, spewing out in a
broadening delta plane in foreground space. The
core sits like a ping pong ball in a large
cavity. A bright haze lifts from the
core on a vertical arc sweeping
rightward independent of the
soliton stream that flows
beneath the haze
like a river



The
Sun God Ra
of Egypt is modelled
directly after a giant globular
cluster looming above the surface of Andromeda

A deep thinning in the side of andromeda can only be seen
in stereo. Sun Ra is high in place on a journey whose
non-linear path of motion can be seen in several
broad trails of galaxy matter being sucked
up from regions in Andromeda's left end















A major
macro formation is
revealed (by do-it-yourself home
enhancement) extending from under the rim
directly off the end of the core, as if a core
bore (shaft of supreme intensity) runs through the
core, to stick out naked into foreground space
energetic enough to form shallow
arcs of formation




CULTURAL ICONS







AN IMAGE REPRESENTATION OF THE CUBE AND SPHERE OF THE SUPREME CREATORS





primary colors - Cosmic pure color - power complimentary colors - Earth




CULTURAL ICONS







EERIE EERIE, AS IF SOME KNEW THOUSANDS OF YEARS AGO





A horse
named Pegasus
is modelled directly
after the Horsehead Nebula in Orion
















CUBES AND SPHERES IN ORION













A co-incidence
of light refracting
in a telescope has produced
this beautiful image of a Cube and
Sphere. Actually, the image is so well produced
it almost makes a hopeful person wonder if it
is a message from another dimension, a
higher realm which has heaven
and beyond in it




A GATEWAY INTO HIGHER REALITY





Cubes and Spheres
abound in Orion for good
reason. If a hint (mini revelation) is to
be accepted from an informant psst psst, Orion is
a gateway straight into higher dimensional frequequencies
and octaves of Absolute Life and Intelligence, all originating
from the Supreme Creators Alpha and Omega (Father and
Mother of Creation and Reality). The doorway
itself, into Orion, is here, standing
on the plain in the next image
and looking ahead up the
long induction tube
and Cube behind
it rising up
in front
of you












LASER RAY IN ORION - THE 'DRY GULTCH' LASER



In Orion
a needle thin
laser ray emerges
from overcast, crosses a
valley like a train tressle crossing
a dry gulch, then disappears into overcast again.
In the original Hubble photo the ray looks like a typical
scratch on the negative except, scratches when enhanced
or enlarged are jagged along a dotted path, and
in 3D float eerily out of place usually
above a photo's main datas. This,
in Orion, becomes needle
sharp and bright in
magnification
and enhancement




RAY















BLASER
can be said, not
laser, because the ray
is seen by its passing through
scattering faint haze, rather than by
radiation of its own light per se


Astronomers
take note: remember,
you saw it here first



SEE 3D CALIBRATION FOLIO



DONE