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Paul Bourke wrote:
> High quality stereo is one of my main activities, I use OpenGL, POVray,
> 3dStudioMax, and a bunch of other rendering tools. I would be happy to
> answer any specific questions you might have although only in regard
> to creating stereo pairs that are to be presented to each eye
> independently, that is, I don't deal in any of the cross eye business.
>
I am sorry for not answering more quickly.
Okay, your web page made things a bit clearer. But still...
It seems that creating left/right stereo pairs for independent
projection onto the eyes (using a stereo helmet with two screens
or whatever) can be done using for the camera:
location = primary_location +/- eye_distance/2*right
right, up and direction stay unchanged from primary parameters.
(where "primary" means: "of the corresponding non-stereoscopic camera")
Okay, this, however, requires you to cut off a certain part of
the left and right image. Now, if one uses a non-perpendicular
camera:
location = primary_location +/- eye_distance/2 * right
direction = primary_direction -/+ eye_distanc/(2*windepth) * right
right and up stay unchanged from primary parameters.
...it seems that one can create the required left/right image
pairs without cutting off parts of the image.
[Can anyone confirm that?]
But that is just the first half; in case the above was correct,
here comes my actual problem: If one views the stereo pairs using
the anaglyph method or cross-eyed, the eye directions are not
perpendicular to the projection screen because they cross
each other before (cross-eyed) or somewhere behind the screen.
Now, the problem is: How can one compensate for that?
(I.e. which direction and right vectors need to be chosen?)
Wolfgang
P.S: I like your homepage!
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