Wearing a pair of 3D glasses creates an entirely new perspective that’s not found through “regular” eyesight. Technically speaking, 3D glasses don’t create a three-dimensional environment, but rather they create the illusion of such by restricting the amount of light that reaches the viewer’s eyes.
There are different types of 3D glasses, with the two most common being linearly polarized and circularly polarized glasses. The former involves the use of orthogonal polarizing filters, which are typically placed at 45 and 135-degree angles.
Each of these filter allows light to pass only if that light is similarly polarized; thus, creating the illusion of 3D objects.
The other type of 3D glasses, circularly polarized, feature a pair of analyzing filters with opposite hardness. Left-circularly polarized light is obstructed by the right-sided analyzer, whereas right-circularly polarized light is obstructed by the left-sided analyzer.
The Global 3D Glasses Market Professional Survey Report 2017 report by The Market Reports is a comprehensive study of the global 3D glasses market. Featuring 112 pages, along with relevant statistics, facts and figures, it explores the market from all angles.
Among other things, this report reveals the 3D glasses market’s development policies, plans, manufacturing processes, bill of materials cost structures, import and export consumption, cost, price, revenue, gross margins, trends and more. The report even concludes with a feasibility assessment of new investment projects in the 3D glasses market.
Some of the key 3D glasses vendors profiled in this report include Epson Americal Nvidia, Panasonic, Samsung, Sony, American Paper Optics, Edimensional, Lg Electronics, Optoma, Quantum3d, Reald, Truedepth3d, Sonice Group Co., Ltd., Powsmart Technology Co. Ltd and others.
The Global 3D and Virtual Reality Market Research Report 2017 report by The Market Reports is a second professional analysis of the global 3D market, though it covers virtual reality applications as well. It covers much of the information listed in the aforementioned report, as well as growth drivers, market challenges and other key figures.
Additionally, both reports reveal current and future prospective scenarios pertaining to the respective markets.
This report segments the global 3D and virtual reality market by several criteria. On the basis of application, the market is segmented into education and training, video games, fine arts, heritage and archaeology, and architectural design.
On the basis of product type, it’s segmented into computer/VR engine, output devices, and input devices. Finally, it segments the market geographically by North America, Europe, China, Japan, Southeast Asia, and India.
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