How do I do direct stereo output to an iZ3D display without needing a special driver installed?
There are two monitor inputs on the iZ3D, is it as simple as left eye image to left input, right eye to right?
I ask because I work in a university computing department where we build stereoscopic VR systems. Using Linux and Macintosh computers. I'd love to buy one or more iZ3Ds, but only if we can write the software ourselves.
Direct output to iZ3D without special driver?
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- One Eyed Hopeful
- Posts: 4
- Joined: Sun Apr 13, 2008 11:34 pm
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- Sharp Eyed Eagle!
- Posts: 390
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Hi, laranzu!
Our monitor needs front and back, instead of left and right. It is simple conversion algorithm I can provide you under NDA. You can contact me through info@iz3d.com with subject "iZ3D conversion algorithm" - it is easy to implement - we have it in DX, OpenGL, C++ and pure math form.
Our monitor needs front and back, instead of left and right. It is simple conversion algorithm I can provide you under NDA. You can contact me through info@iz3d.com with subject "iZ3D conversion algorithm" - it is easy to implement - we have it in DX, OpenGL, C++ and pure math form.
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- One Eyed Hopeful
- Posts: 4
- Joined: Sun Apr 13, 2008 11:34 pm
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- Binocular Vision CONFIRMED!
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- Joined: Sat Jun 02, 2007 1:29 pm
- Location: Wenatchee, WA.
front/back - left/right...
Is there some simple explanation for how these are different? Seems like the nvidia driver, or whatever driver, would work as long as two images, from two perspectives, made it to the front/back displays, in some particular order - consistently. I am having too much fun playing some current games, to start going back to older games I never got to play (thx nvidia). Doesn't the new wallpaper utility take data from left/right perspectives, and get them to the proper front/back LCD? I don't see how the utility would be recalculating perspectives from a static image comprised of left/right data. I ask because iZ3D's driver claims stability with ONLY DX8 & up, and I !!MUST!! go back to some older games, before I move on to the next in the series (I am still waiting to play Blue Shift in 3D damnit!)!:) If the older nvidia drivers (which do handle DX7 games) can output to planar setups, it would seem it could send output to this monitor as well, and I'd get to play older games that nvidia does handle. I just have a bunch of games that I got midway through in stereo, and all were put on pause when I upgraded some equipment, and then nvidia had a drought on stereo driver support for some reason..... so I never returned to the games.
sorry for the subtle ranting
lnr
sorry for the subtle ranting
lnr
- CarlKenner
- Binocular Vision CONFIRMED!
- Posts: 332
- Joined: Tue Aug 28, 2007 12:22 pm
Here's how it works...
It works on a subpixel basis. So the red, green, and blue pixels are calculated individually.
The back layer contains a mixture of the left eye and the right eye for every subpixel.
The front layer says what proportion of that subpixel's brightness goes to the left eye, and the remaining portion goes to the right eye.
So you can (in fact, you must) calculate the two screens based on left and right images, but there is a big calculation step in between.
That calculation is probably best done on the GPU using a pixel shader. I don't remember if Direct3D 7 supports pixel shaders.
The problem is that we don't know exactly what the format of the front layer is. It must encode a polarity in the brightness for each subpixel, but I'm not sure exactly how.
We need someone who actually has an iZ3D monitor, and who understands basic mathematics, to experiment. Then we can produce an open source code for supporting the monitor.
The other problem is that I've never actually written a pixel shader.
It works on a subpixel basis. So the red, green, and blue pixels are calculated individually.
The back layer contains a mixture of the left eye and the right eye for every subpixel.
The front layer says what proportion of that subpixel's brightness goes to the left eye, and the remaining portion goes to the right eye.
So you can (in fact, you must) calculate the two screens based on left and right images, but there is a big calculation step in between.
That calculation is probably best done on the GPU using a pixel shader. I don't remember if Direct3D 7 supports pixel shaders.
The problem is that we don't know exactly what the format of the front layer is. It must encode a polarity in the brightness for each subpixel, but I'm not sure exactly how.
We need someone who actually has an iZ3D monitor, and who understands basic mathematics, to experiment. Then we can produce an open source code for supporting the monitor.
The other problem is that I've never actually written a pixel shader.
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