I am making some 3D graphics in POV-Ray that are meant to be viewed using Chromadepth 3D glasses. These glasses make blue objects in a drawing look distant, and red objects look like they're close to the viewer. All other hues lie in between the minimum and maximum according to their place in the spectrum. (E.g. green is in the middle.)


Here is what I am working on right now.

enter image description here

My question is, is the 3D effect of the glasses supposed to be linear over distance in the image, or is the effect meant to be nonlinear and stronger at short/near distances than long/far distances? E.g.

Is the effect equivalent to

hue = distance from camera


hue = arctan(distance from camera)

Here is the patent:


According to it, the glasses use some sort of fresnel lens or prisms to bend light based on wavelength. But I don't understand it that well.

Depending on the answer, I will have to update the above image.


I found some OpenGL shader code here, but I'm not confident the author of this code really knows the answer to this question for sure (or cares), either.


closed as unclear what you're asking by Emilio Pisanty, AccidentalFourierTransform, Qmechanic Feb 12 '18 at 6:25

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    $\begingroup$ It seems that a simple linear ramp is used, but that's not very satisfactory on tricolour monitors, since the amount of shifting depends on wavelength, not on perceived hue. But this article could be useful dl.acm.org/citation.cfm?id=2630398 $\endgroup$ – PM 2Ring Feb 16 '18 at 4:25
  • $\begingroup$ Interesting. They propose an alternate algorithm as opposed to mapping distance to hue linearly. I will probably purchase a copy of the PDF. $\endgroup$ – posfan12 Feb 17 '18 at 4:31