[sldev] Nvidia 3D Goggles?

Lawson English lenglish5 at cox.net
Fri Sep 19 14:23:49 PDT 2008


Timeless Prototype wrote:
> 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
>   

At that point having separate pipelines for various parts of the 
rendering info makes sense because you could run rendering in seperate 
processes on seperate hardware dedicated just to that task, for, say, 
broadcast to smartphones or the web, and that is where OGP would come 
into play (what I had been thinking of while pontificating about OGP for 
no reason concerning stereo glasses). You could also request 
ultra-highend rendering info designed for your ultra-highend rendering 
hardware, that wouldn't normally be sent to the average client but might 
make sense for mechanima productions, maybe with high end lipsynch data 
or more refined avatar movement or etc.

Lawson



> 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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