Quick question, I don't own a DLP-TV and my uni probably doesn't either (unless the dean is seriously into big-scale s3d gaming ).
I want to make my future game DLP-compatible. Thanks to Phil, I now know that it's easy as pie - take two cameras and combine the views in a checkerboard fashion.
My question: Am I going to be 100%, absolutely, definitely sure that it'll work once I see the checkerboard on a regular tv? (after all, the only difference is that it doesn't separate the images and do the shutter voodoo).
It's going to be a game for a contest, so I'd rather not go: "Check out our cool stereoscopic 3d mode. You plug the shutterglasses here and - FFFFFUUUUUUUUUUUU..." That is, providing they supply me with the right equipment to show it. If not, it's going to be lame anaglyph .
x360 DLP development
- Rosomack
- Two Eyed Hopeful
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- phil
- Cross Eyed!
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Re: x360 DLP development
Hi Rosomack,Rosomack wrote:My question: Am I going to be 100%, absolutely, definitely sure that it'll work once I see the checkerboard on a regular tv? (after all, the only difference is that it doesn't separate the images and do the shutter voodoo).
I'd say yes, if you are outputting the two images in a perfect checkerboard pattern, at the correct resolution for the DLP TV, it will definitely work.
But remember to include an eye-swap option, because you might not know which-way-round a TV will display the views.
Be careful though - using two ordinary cameras, whether parallel or pointing at a focus object, produces incorrect and uncomfortable stereo.Rosomack wrote:it's easy as pie - take two cameras and combine the views in a checkerboard fashion
For each eye, the view frustum has to be specially shaped, and the cameras must be kept parallel. It's explained (a bit clumsily) here:
http://www.mtbs3d.com/phpbb/viewtopic.p ... 120#p14120" onclick="window.open(this.href);return false;
If you search the net for asymmetric frustum stereoscopy or off-axis stereoscopy, you'll find more info.
Good luck with the contest!
- Rosomack
- Two Eyed Hopeful
- Posts: 95
- Joined: Sun Feb 15, 2009 1:45 pm
- Location: Gdansk, Poland
Re: x360 DLP development
Thank you again, Phil! You've just helped me a lot!
I knew the cameras shouldn't converge, but I overlooked the need for frustrum adjustment and would probably end up wasting time. Thanks for the link, I'll study the topic until I iron out all the details.
I'm going to use XNA (a requirement for entering the contest ), as far as I know, you can't include raw directx code there, but I think I'll manage to bypass it somehow (probably by some manual matrix calculations) .
I knew the cameras shouldn't converge, but I overlooked the need for frustrum adjustment and would probably end up wasting time. Thanks for the link, I'll study the topic until I iron out all the details.
I'm going to use XNA (a requirement for entering the contest ), as far as I know, you can't include raw directx code there, but I think I'll manage to bypass it somehow (probably by some manual matrix calculations) .