[sldev] Nvidia 3D Goggles?
Timeless Prototype
timelessprototype at gmail.com
Fri Sep 19 14:11:07 PDT 2008
A valid point for a single person viewing interactively (Johnny Chung
method), but perhaps not so much for an audience of non-interacting
viewers (anaglyph/shutter) or still-"life" snapshots to be viewed later
in print/web (anaglyph/sterogram/etc).
Throw them all in and let the people/businesses/.edu's choose and buy
appropriate equipment to match if they want these features. I personally
would suffer some FPS for the occasional enhanced immersion. Nice stuff. :)
- Timeless
Philip Rosedale wrote:
> 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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