Step 2Theory: Three Phase Scanning
If we project multiple gradients that are slightly offset from each other, we can overcome two of these problems. The light intensity drop off acts as a scaling factor on all light at a given point, the inherent color of a scene is an offset intensity. Sampling a point multiple times can help with the bit depth issue, but the better solution is to repeat the gradient as a triangle wave ("stripes"). This way adjacent lines don't have the same brightness.
With repeated gradients, we no longer have a unique angle identification for every line. To deal with this, we have to propagate the stripe number from one stripe to another. This is called phase unwrapping. There are a bunch of phase unwrapping algorithms, and they generally have a trade off between accuracy and speed. One of the simplest and fastest phase unwrapping algorithms uses a flood fill technique.
One remaining problem is that the pattern will blur as the scene moves away from the projector's focal plane. We can deal with this by using a sort of "pre-blurred" pattern: three cosine waves. This technique is called three phase scanning, and consist of the patterns: cos(θ - 2π/3), cos(θ), cos(θ + 2π/3).
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