[sldev] Nvidia 3D Goggles?

Philip Rosedale philip at lindenlab.com
Fri Sep 19 13:23:19 PDT 2008


I remain skeptical that people will ever want to suffer a large 
performance cost in visual acuity or frame rate for the benefit 
delivered from binocular disparity.  I think that using a camera to 
detect eyepoint and shifting the view frustrum in the manner 
demonstrated by Johnny Chung Lee with his Wii experiments is probably a 
more compelling way of enhancing the sense of depth, and this approach 
imposes no additional rendering costs.  While some people are not even 
sensitive to the information conveyed by a stereo pair, everyone can 
clearly see the effects of properly moving the eyepoint.

Philip

David Parks wrote:
> >From reading an interview about the technology, it sounds like NVIDIA 
> is revisiting their old method of implementing the stereoscopic effect 
> in the driver.  They did this several years ago, but it was 
> ill-timed.  The shutter glasses require 120hz displays, and at the 
> time they tried to market this originally, 120hz CRTs were common, but 
> then everyone switched to 60hz LCD with 16ms response times.  Now 
> 120hz LCDs are flooding the market, so it's time to try again.
>
>
> The old method relied on depth buffer post-processing, so screen space 
> effects were a no-no and there were always ugly artifacts around 
> silhouettes.  It sounds like the new method actually runs through the 
> command buffer twice, generating two entirely separate images.  Time 
> will tell how well it interacts with multiple render targets and 
> deferred rendering.  Since this is implemented in the driver, there's 
> not much we can do about making impostors play nice.  They'd basically 
> look like cardboard cut outs in the background.  If someone is 
> enabling stereo display, though, they've probably got a pretty intense 
> rig, so turning impostors off is an option.
>
>
> Dale Mahalko wrote:
>> While I have not looked at the code for render-to-texture, it sounds
>> to me like it could be fairly easily updated to work properly with
>> stereoscopic viewers. The code just needs to run a second time to make
>> stereoscopic image pairs with depth perception.
>>
>> Rather than making one "impostor in the middle" as for the current
>> single-eye viewer that offers no depth perception, it would make two
>> impostors, each rendered slightly offset to the left and right of the
>> center camera view and aligning with the stereo viewer's eye
>> separation distance.
>>
>> - Dale
>>
>>
>> On Wed, Sep 17, 2008 at 5:05 PM, Brad Kittenbrink (Brad Linden)
>> <brad at lindenlab.com> wrote:
>>   
>>> The main issue is that after impostors were introduced, we've been using a
>>> bunch of render to texture all over the place, so dropping in stereo won't
>>> 'just work' in current viewers.  A problem that will only get worse if/when
>>> the shadow-draft branch gets beyond the draft stage.
>>>     
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