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30 Jul 2024 08:28:02 EDT (-0400)
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From: SharkD
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 02:03:19
Message: <4afe5637$1@news.povray.org>
Stereoscopic images necessarily require two cameras. The positions of 
these cameras would also have to change as you "turn" your head. Thus, 
you would need a separate set of images for each possible head position. 
Lots of images would mean lots of rendering time, and a fast computer to 
cycle through them all.

Mike


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From: Paco
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 02:15:00
Message: <web.4afe57d4659bc0454c0c26d80@news.povray.org>
SharkD <mik### [at] gmailcom> wrote:
> Stereoscopic images necessarily require two cameras. The positions of
> these cameras would also have to change as you "turn" your head. Thus,
> you would need a separate set of images for each possible head position.
> Lots of images would mean lots of rendering time, and a fast computer to
> cycle through them all.
>
> Mike

Yes, it does this. Independent images for each eye at any given rotation (yaw,
pitch, tile) at 30 FPS - Full 3D. Yes it takes a while to render the images
initially, but once they have been compiled I can reproduce any viewpoint in
realtime.


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From: Paco
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 02:40:00
Message: <web.4afe5e3c659bc0454c0c26d80@news.povray.org>
*tile=tilt


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From: Paco
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 17:40:01
Message: <web.4aff3140659bc0454c0c26d80@news.povray.org>
For those interested there is a bit more info (as well as a link to the original
video 13Mb and some screenshots) at :
http://www.gamedev.net/community/forums/topic.asp?topic_id=553301


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From: SharkD
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 19:06:06
Message: <4aff45ee$1@news.povray.org>
On 11/14/2009 5:37 PM, Paco wrote:
> For those interested there is a bit more info (as well as a link to the original
> video 13Mb and some screenshots) at :
> http://www.gamedev.net/community/forums/topic.asp?topic_id=553301

Do you need a particular angle of view for the camera, or can you make 
do with any? Do you need a cube map or spherical map?

Mike


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From: Paco
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 14 Nov 2009 19:15:00
Message: <web.4aff47e1659bc0454c0c26d80@news.povray.org>
SharkD <mik### [at] gmailcom> wrote:
> On 11/14/2009 5:37 PM, Paco wrote:
> > For those interested there is a bit more info (as well as a link to the original
> > video 13Mb and some screenshots) at :
> > http://www.gamedev.net/community/forums/topic.asp?topic_id=553301
>
> Do you need a particular angle of view for the camera, or can you make
> do with any? Do you need a cube map or spherical map?
>
> Mike

Ideally the FOV of the input images should match that of the desired display
FOV, but they don't have to. I've tested it with a spherical camera and standard
perspective and both work ok.

The display isn't based on a spherical map - rather its an approximation of the
true underlying geometry.


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From: scott
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 16 Nov 2009 11:04:03
Message: <4b0177f3$1@news.povray.org>
> I have a Vuzix VR920 headset (tracking + display) and there's a real lack 
> of
> games/software that do it justice. I've been working on a way to reproduce 
> POV
> scenes in a realtime stereoscopic format - ie, so that I can look around 
> with
> the headset and get the full 3D experience.
>
> Ie, all of the standard raytracing effects (caustics, radiosity, 
> refraction,
> etc) displayed in realtime.
>
> Here's an example of what i'm talking about:
> http://www.youtube.com/watch?v=9bdgtdJqUnU

Ooh that would look nice on a 3D LCD I have here, and would knock the socks 
off the crummy demo images we have.  The 3D LCD expects the images to be 
interlaced sub-pixel column-by-column, but it's nothing I suspect a pixel 
shader couldn't manage with two source textures of the rendered scene.


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From: nemesis
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 17 Nov 2009 19:31:47
Message: <4b034073@news.povray.org>
oh man!  Headsets, 3D LCDs... why can't I have such toys alright!? XD


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From: SharkD
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 17 Nov 2009 21:08:33
Message: <4b035721$1@news.povray.org>
On 11/17/2009 7:32 PM, nemesis wrote:
> oh man!  Headsets, 3D LCDs... why can't I have such toys alright!? XD

Woah! I know there have been aftermarket products for PCs for many 
years, but this is the first time I've heard of 3D consumer TVs.

Mike


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From: scott
Subject: Re: Realtime stereoscopic reproduction of pre-rendered images
Date: 18 Nov 2009 03:50:25
Message: <4b03b551$1@news.povray.org>
> Woah! I know there have been aftermarket products for PCs for many years, 
> but this is the first time I've heard of 3D consumer TVs.

3D displays have been around for ages (since about 2003 I think), they 
basically work by sending half the pixels to your left eye and half to the 
right, by using some optical barrier system.  Of course you have to keep 
your head in roughly the right place to see the effect, but the 3D quality 
is very good and you don't need any glasses.  Phones, PC monitors and TVs 
are available, but be warned they are expensive!

BTW the same technology is used in some state-of-the-art screens in cars, so 
that the driver can see a different image to the passenger on the same 
screen (eg map and radio or whatever).

http://www.engadget.com/2009/04/08/2010-range-rover-gets-12-inch-dual-view-touchscreen/


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