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3D in 3D: 3D in 3D: Rendering Rendering anaglyph Bruce Oberg, - PowerPoint PPT Presentation

3D in 3D: 3D in 3D: Rendering Rendering anaglyph Bruce Oberg, anaglyph Bruce Oberg, Programming Lead Programming Lead stereographics stereographics in real- - time time in real Sucker Punch Productions Sucker Punch Productions The


  1. 3D in 3D: 3D in 3D: Rendering Rendering anaglyph Bruce Oberg, anaglyph Bruce Oberg, Programming Lead Programming Lead stereographics stereographics in real- - time time in real Sucker Punch Productions Sucker Punch Productions

  2. The Project The Project • Sly 3: Honor Among Thieves Sly 3: Honor Among Thieves • – Released in September 2005 Released in September 2005 – – Action / Adventure Action / Adventure – – 1 year in development 1 year in development – – Staff of 52 Staff of 52 – • 22 art • 22 art • 14 code • 14 code • 9 test • 9 test • 3 design • 3 design • 4 support • 4 support

  3. Anaglyph Stereography Anaglyph Stereography – Each eye gets an image from a Each eye gets an image from a – slightly different perspective slightly different perspective – Left eye image drawn in red, Right Left eye image drawn in red, Right – eye drawn in cyan eye drawn in cyan – Red/ Cyan Glasses included in box Red/ Cyan Glasses included in box – – Use not required (7% Use not required (7% - - 10% 10% – population has inadequate depth population has inadequate depth or color perception) or color perception) – Designed into some missions, an Designed into some missions, an – unlockable replay mode for others unlockable replay mode for others

  4. Real Time Anaglyphs in Sly 3 Real Time Anaglyphs in Sly 3 • Single display list built Single display list built • – Frustum culling via standard Frustum culling via standard – camera camera • Display list submitted twice Display list submitted twice • – L/ R Camera matrix patched L/ R Camera matrix patched – – R/ GB Color masking activated R/ GB Color masking activated – • Effectively halved GPU Effectively halved GPU • frame rate frame rate

  5. How to do Stereography right How to do Stereography right • Cameras Cameras • – Frustums and positioning Frustums and positioning – • Colors Colors • – Working with Red/ Cyan Working with Red/ Cyan – separation separation • Content Content • – What works in a scene What works in a scene – • Cables Cables • – Our big mistake Our big mistake –

  6. Cameras Cameras • Two cameras pointing Two cameras pointing • exactly in parallel exactly in parallel • Separated horizontally (the Separated horizontally (the • “ eye distance eye distance” ” ) ) “ • Frustums skewed to Frustums skewed to • produce a “ “ stereo window stereo window” ” produce a at the “ “ window distance window distance” ” at the

  7. Classic Two Camera Stereography Classic Two Camera Stereography • Take two pictures from different Take two pictures from different • positions, but pointed in parallel positions, but pointed in parallel – Trivially pairing these is usually Trivially pairing these is usually – bad bad • Stereographers line up some Stereographers line up some • significant figure in the pair, significant figure in the pair, then trim off excess then trim off excess • Result establishes a Result establishes a “ “ stereo stereo • window” ” window • Anaglyph Examples, but Anaglyph Examples, but • principals hold for other viewing principals hold for other viewing methods methods

  8. A Simple Stereo Pair A Simple Stereo Pair

  9. Red/ Cyan filtered Red/ Cyan filtered

  10. ïve pairing ve pairing Naï Na

  11. Aligned Aligned

  12. Aligned and Cropped Aligned and Cropped

  13. ïve vs Aligned ve vs Aligned Naï Na

  14. What about Frustums? What about Frustums? • “ “ Stereo Window Stereo Window” ” cropping cropping • effectively skews each effectively skews each Frustum in opposite Frustum in opposite directions directions • This skewing establishes a This skewing establishes a • “ window distance window distance” ” from the from the “ cameras, where drawn cameras, where drawn objects have no parallax objects have no parallax

  15. The frustum from above The frustum from above Far Far Clipping Clipping Plane Plane Near Near Clipping Clipping Plane Plane

  16. ïve Frustum Pair ve Frustum Pair Naï Na

  17. Cropping pair trims frustum Cropping pair trims frustum

  18. Skewed Frustums from Cropping Skewed Frustums from Cropping

  19. The “ “ Stereo Window Stereo Window” ” revealed revealed The Everything drawn Everything drawn on this plane on this plane appears appears coincident in both coincident in both images. images. Stereo Stereo Window Window Distance Distance

  20. Building Frustums in Sly 3 Building Frustums in Sly 3 • Pick a stereo window Pick a stereo window • distance (usually the main distance (usually the main character’ ’s head) s head) character • Pick an eye distance (more Pick an eye distance (more • on this later) on this later) • Translate and skew Translate and skew • projection matrix in two projection matrix in two directions, one for each eye directions, one for each eye

  21. Sly 3 Stereo Matrix Code Sly 3 Stereo Matrix Code void CCm: : StereoMatrices(STEREO stereo, MATRIX4 * pmatWorldToClip) void CCm: : StereoMatrices(STEREO stereo, MATRIX4 * pmatWorldToCli p) { { / / new eye position is to the left or right / / new eye position is to the left or right float float sStereo = 0.0f; sStereo = 0.0f; switch (stereo) switch (stereo) { { case STEREO_Left: case STEREO_Left: sStereo = m_sStereoEye; sStereo = m_sStereoEye; break; break; case STEREO_Right: case STEREO_Right: sStereo = - sStereo = - m_sStereoEye; m_sStereoEye; break; break; } } / / / / build skew matrix for this eye offset and the “ build skew matrix for this eye offset and the “ stereo window stereo window” ” distance distance MATRIX4 matSkew = MAT_Identity; MATRIX4 matSkew = MAT_Identity; matSkew.aag[ 2] [ 0] = - matSkew.aag[ 2] [ 0] = - sStereo / m_sStereoFocus; sStereo / m_sStereoFocus; matSkew.aag[ 3] [ 0] = sStereo; matSkew.aag[ 3] [ 0] = sStereo; / / / / folding the skew matrix into the projection matrix folding the skew matrix into the projection matrix MATRIX4 matProjSkewed = m_matProj * matSkew; MATRIX4 matProjSkewed = m_matProj * matSkew; / / / / Combine world and skewed projection matrix Combine world and skewed projection matrix CombineEyeProj(MatWorld(), matProjSkewed, pmatWorldToClip); CombineEyeProj(MatWorld(), matProjSkewed, pmatWorldToClip); } }

  22. Close Window = = Strong Parallax Close Window = = Strong Parallax

  23. Minimizing the puke factor Minimizing the puke factor • Too much parallax makes Too much parallax makes • 3D effect harder to see (and 3D effect harder to see (and may make people sick) may make people sick) • Solution: change eye Solution: change eye • separation to compensate separation to compensate for large parallax for large parallax • Smoothing all transitions Smoothing all transitions • keeps the effect from begin keeps the effect from begin jarring jarring

  24. Colors Colors • Any color with too much red or • Any color with too much red or green/ blue will cause retinal rivalry green/ blue will cause retinal rivalry • Whites, grays, yellows, magentas • Whites, grays, yellows, magentas work best work best • Sly 3 reloaded levels when entering • Sly 3 reloaded levels when entering 3D mode, desaturating and 3D mode, desaturating and brightening colors at load time brightening colors at load time • Result: greyer and brighter levels, • Result: greyer and brighter levels, ensuring color content for both eyes ensuring color content for both eyes • Color adjustments were tweakable • Color adjustments were tweakable

  25. One color problem One color problem

  26. Content Content • Vertical Edges • Vertical Edges – Our most effective level was a forest of thin Our most effective level was a forest of thin – trees trees • Near and far objects • Near and far objects – Objects on both sides of stereo window – Objects on both sides of stereo window reinforce stereo effect reinforce stereo effect • High resolution textures and models • High resolution textures and models – Stereography can show details and Stereography can show details and – subtleties… … ask the Mars Rover team ask the Mars Rover team subtleties • NOT: Racing scenarios • NOT: Racing scenarios – Depth cues moving too fast? Depth cues moving too fast? –

  27. Cables Cables • Video bandwidth matters Video bandwidth matters • – RF and Composite (single yellow RF and Composite (single yellow – RCA) compress image, distorting RCA) compress image, distorting colors and brightness (your frame colors and brightness (your frame buffer RGB does not survive) buffer RGB does not survive) – S S- - Video cables better Video cables better – – Composite cables the best Composite cables the best – • Our biggest error Our biggest error • – Not including in Not including in- - game cable game cable – information or display calibration information or display calibration (Spy Kids DVD does this) (Spy Kids DVD does this) • Result: Many customers had a Result: Many customers had a • so- - so experience so experience so

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