QdepQ is a startup company of the Delft University of Technology in the Netherlands, aiming at bringing 3D viewing technology into everyday life. It is our belief that, just as color TV displaced B/W TV in the past, 3D Cinema, 3D TV and auto stereoscopic (without glasses) 3D screens will eventually enter our daily life. With our patented system, generating 3D content is easy for still pictures, video, and cinema. Even transforming old analog images and films might give surprising results, as they are not compressed. Our expertise is in optics, image processing, software, and digital hardware design.
First of all we aim at the regular 3D TV owner, the gamers with 3D headsets and all with smartphones. Show yourself, your friends and family your own photos and videos in 3D. A normal 3D TV will do, or a - cardboard - viewer for your smartphone. For testing SBS we use a 3D TV and a Sony HMZ T2, for B3D a Dimenco 4K autostereoscopic screen and for ANA a simple red-blue viewer.
Already the ancient Greeks found out that in painting depth one must use the fact that everything further away is darker, and more blurred. Medieval painters forgot this, hence those paintings appear flat, but in the Renaissance the school of Caravaggio rediscovered this "claroscuro" or "clair-obscur". The famous Flemish and Dutch painters of the 17th century studied the Italian masters and often traveled to Italy. Rembrandt was called the master of light and in his masterpiece the Nachtwacht (Nighwatch) he used all the tricks of the books known at that time to show his mastership.

Our eyes evolutionary developed with only one light source, the sun. In that situation the fact that everything further away is darker holds, only shading and shadows ruin this law. How does the brain do it and how can we get rid of them? We developed a method to filter out lighting artefacts in an image, resulting in an image that looks like London in the fog; grey, no shiny surfaces and the light comes from nowhere and everywhere. In such situations Depth from Luminance (DFL), as we call the clair-obscur method in image processing terms, holds. After this filter, we use DFL to generate a depth map, and from there we create SBS and ANA versions. Rembrandt deliberately painted two persons in front of the scene in totally white and totally black robes. He also put multiple light sources in the painting, notably on a girl in a white dress halfway in the painting. Probably he wanted to show that everything darker is further away is not a pure cue for depth. Our brains have learned to cope with these exceptions; we use contextual information too. For instance that we see or inferred where the people stand on the floor in the scene.

Use our method on an image of the Nachtwacht and you will be amazed; how good our method is, and how good Rembrandt could paint depth.
Yes, we applied for patents in Europe, North America and Asia. Interested in licensing our method, soft or hardware? Please contact us.