[sldev] Nvidia 3D Goggles?
Gareth Nelson
gareth at litesim.com
Fri Sep 19 14:39:59 PDT 2008
I have an HMD at home, a rather cheap one but i've used it in SL
before with great results (rather freaky in fact just how immersive it
was). It would be even greater if it was a stereo unit, and as it so
happens there's already HMDs on the market that do precisely what i'm
describing here.
On Fri, Sep 19, 2008 at 10:36 PM, Dahlia Trimble
<dahliatrimble at gmail.com> wrote:
> By "HMD" do you mean Head Mounted Display? I doubt that many people could
> focus on something close to their eyes without some kind of special lenses
> between their eyes and the screens. If it wouldn't work with normal vision
> or with glasses, it could severely limit the available market.
>
> On Fri, Sep 19, 2008 at 2:22 PM, Gareth Nelson <gareth at litesim.com> wrote:
>>
>> 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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