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I have long been a proponent of stereoscopic 3d, but there are still two major problems. One is that is our current realtime rendering methods rely heavily on
by gavanwoolery 14y ago
I have long been a proponent of stereoscopic 3d, but there are still two major problems. One is that is our current realtime rendering methods rely heavily on screen-space operations (blurring, many shadow types, SSAO, bloom, refraction, post-process fx), which confuse the brain when rendered in stereo (I.e. will make things float when the should not). The other problem is focus. In the real world, your eyes move to focus at different distances. Without eye tracking, the system is forced to focus at a given distance (the convergence point for right/left eye images). Still...can't wait for my rift to ship!
- gcmartinelli 14y agoI totally agree with the second part. Focus is a major problem of 3D today. As you said, without eye tracking the system chooses where our eyes should focus sometimes giving that 'paper pop-up book' feeling to movies and games. For real 3D movies we need something like Lytro (https://www.lytro.com/ https://www.lytro.com/), but for movie recording.
- dmm 14y agoThe oculus rift has optics that allow the eyes to focus at infinity, not the convergence point of the eyes. Do you think that will help?
- Arelius 14y agoWhy does doing things in screen space muck with stereoscopic 3d? That makes little to no sense IMO