>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)
<[EMAIL PROTECTED]> 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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