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| Software Programming Software programming talk, ask questions about computer software programming or help others |
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| | #1 | ||
| I'm trying to program a real 3d engine. Unfortunately I can't find much info about how real 3d works exactly. For example, how do you calculate the different point of views? Is bump-mapping still effective in real 3d? How do you calculate the coordinates for an object coming out of the screen? How do you synchronize the engine with the 3d-shutter glasses? Etc. Hopefully someone here can help me with this. I already posted the same question on flipcode.com (game programming forum) but they couldn't help me..... | |||
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| | #2 | ||
| "Astral" <jrilnn@cybercomm.nl> wrote in message news:3f48907c$0$76265$e4fe514c@dreader9.news.xs4al l.nl... > I'm trying to program a real 3d engine. Unfortunately I can't find much info about how real 3d works exactly. The solution is to STFW. | |||
| | #3 | ||
| > > I'm trying to program a real 3d engine. Unfortunately I can't find much info about how real 3d works exactly. > > The solution is to STFW. What, search the ****ing web? I did that and there is almost no information on the subject. Yes, you can find a lot of info on how real 3d works, but not about how it WORKS. Nothing specific.... No tutorials on how to optimize your engine for real 3d. How to implement fog, bump mapping, optimize portal engines for real 3d. It would be a shame to determine what polygons are visible twice per frame. Anyways, what is your problem? I have answered the same freakin questions a thousand times, never told a newbie to go **** himself and check the faq. And besides that it seems like a relatively untouched subject to me. | |||
| | #4 | ||
| > > Hold your hand up to your face, vertically, edge-on, so that the edge of > your hand runs between your eyes and down the curve of your nose. Move your > hand about a foot (30 cm or so) away from your face. Look at it. > Alternately close one eye then the other, and notice how the image changes. > Parts of your hand in this demonstration are only visible to ONE eye. Your > brain has been stitching the stereo images together all your life, and so > you don't notice it. > > Next, hold your thumb up, at arm's length, about six inches in front of your > monitor, with a page of text displayed. Alternately close one eye and then > the other, and notice which text is obscured by your thumb. I understand that, but it would be a shame to trace all portals twice. There must be a way to speed the second run up a little with data from the first run. I already have some ideas but I don't know if they're practical. | |||
| | #5 | ||
| > > Next, hold your thumb up, at arm's length, about six inches in front of > your > > monitor, with a page of text displayed. Alternately close one eye and > then > > the other, and notice which text is obscured by your thumb. > > I understand that, but it would be a shame to trace all portals twice. There > must be a way to speed the second run up a little with > data from the first run. I already have some ideas but I don't know if > they're practical. I've never done anything with 3D glasses but I assume using a fat frustum that enclosed both eyes frustums to find what parts of your world are visible for both eyes could overall be a speedup (depending on what your bottleneck is), It would generate some extra polys for each eye but hopefully not too many. Paul | |||
| | #6 | ||
| "Astral" <jrilnn@cybercomm.nl> wrote in message news:3f48907c$0$76265$e4fe514c@dreader9.news.xs4al l.nl... > I'm trying to program a real 3d engine. Unfortunately I can't find much info > about how real 3d works exactly. For example, how do you calculate the > different point of views? Is bump-mapping still effective in real 3d? How do > you calculate the coordinates for an object coming out of the screen? How do > you synchronize the engine with the 3d-shutter glasses? Etc. > > Hopefully someone here can help me with this. I already posted the same > question on flipcode.com (game programming forum) but they couldn't help > me..... Here's a related question. Where can I *GET* 3d shutter glasses, and a video card that knows how to sync with them? And how much are they likely to set me back? | |||
| | #7 | ||
| > > Here's a related question. Where can I *GET* 3d shutter glasses, and a > video card that knows how to sync with them? And how much are they likely > to set me back? Order site: http://www.edimensional.com Review site: http://www.pcgamereview.com/reviews/...RVFirst=6&RVNu m=5 The video-card doesn't have to sync with the glasses if you use sync doubling: --------- 3D Modes There are several different methods of sending the separated views to your monitor for use with your glasses. Though you don't need to know how to use each one I will cover the basics of each mode as well as give my impression of each. Interlacing Interlacing is a process where the image on the screen is drawn on the alternating rows of pixels on your monitor. For instance the left image would be displayed on the 1, 3, 5, 7, ... row of pixels while your right eye is covered and then on the 2, 4, 6 , 8, ... rows while your left eye is covered. Interlacing isn't hardware intensive so therefore its much easier to implement however a lot of newer chipset video cards do not have the ability to operate in Interlaced mode. Page Flipping Another technique for displaying the 3d image, Page Flipping, alternately displays the left and right image on the screen in sync with the shutter glasses. Page flipping has higher hardware requirements than the other modes as in order to achieve a flicker free image you have to have at least 60 frames per second and with two images to display, that would mean your monitor must do 120hz refresh rate at the desired resolution your game is at. Page flipping produces a full resolution picture quality and the best visual effect of all the 4 modes. This is the mode the ELSA Generic REVELATOR driver uses and is why it's such a popular choice for gaming. Sync Doubling Another non-hardware intensive mode Sync Doubling which uses a sync doubler device between your monitor and video card. The video card displays the left and right images one above the other in half the vertical resolution, i.e. if you are displaying a 640x480 scene then two 640x240 screens are displayed one above the other. Then the Sync Doubler takes the two images and interlaces them first displaying the left then the right image essentially twice the speed of the output of the monitor hence the term sync doubling. Sync Doubling is the most effective mode of 3D presentation. This is the mode that the Wicked3D eyeSCREAM drivers use. Line Blanking Essentially the same as Sync Doubling, Line blanking instead of doubling the vertical lines blanks every other one which gives you the appearance of the old arcade games scan lines where there is an obvious black line interlaced in the off scan lines. Just as in interlaced mode the vertical resolution is cut in half. This is the least supported 3D mode of all the glasses we have tested and is only supported on a few models. Anaglyph This is probably the mode of 3D presentation you are most familiar with. These are those nerdy looking paper glasses with the red and blue lenses. Several different TV programs have been broadcast in anaglyph format such as Jaws 3D, The Drew Cary show, and I believe Third Rock also had a special 3D episode as well. Wicked3D has just announced and released their own Anaglyph creation eyeSCREAM Lite which uses the anaglyph format as an inexpensive solution to introduce users to the world of Stereo3D. Anaglyph requires that the image be displayed with Anaglyph also comes in red-green and blue-yellow and possibly other combinations as well. | |||
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| Tags: glasses, shutter |
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