[sldev] Nvidia 3D Goggles?
Gareth Nelson
gareth at litesim.com
Fri Sep 19 14:22:23 PDT 2008
Wow, the man himself :)
The absolute ideal way to do 3D would be to have 2 displays on
seperate LCD panels mounted in an HMD - more fiddly to setup (dual
video cards required most likely) but would be VERY immersive if you
could also get hold of an eyetracker.
Whatever happened to the rig anyway?
On Fri, Sep 19, 2008 at 9:23 PM, Philip Rosedale <philip at lindenlab.com> 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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