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 <[EMAIL PROTECTED]> 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 <[EMAIL PROTECTED]> 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 <[EMAIL PROTECTED]> >> 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. >> > >> > >> > _______________________________________________ >> > Policies and (un)subscribe information available here: >> > http://wiki.secondlife.com/wiki/SLDev >> > Please read the policies before posting to keep unmoderated posting >> > privileges >> > >> > >> > ________________________________ >> > _______________________________________________ >> > Policies and (un)subscribe information available here: >> > http://wiki.secondlife.com/wiki/SLDev >> > Please read the policies before posting to keep unmoderated posting >> > privileges >> > >> > _______________________________________________ >> > Policies and (un)subscribe information available here: >> > http://wiki.secondlife.com/wiki/SLDev >> > Please read the policies before posting to keep unmoderated posting >> > privileges >> > >> _______________________________________________ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/SLDev >> Please read the policies before posting to keep unmoderated posting >> privileges > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
