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)
<[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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