AAA Stereo 3D

5,570 views

Published on

Talk given at GDC Europe in Cologne, NEM 2010 in Barcelona and 3D In Your Face in Bradford UK by Jens Schobel and Francesco Carucci.

Published in: Technology, Business
0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
5,570
On SlideShare
0
From Embeds
0
Number of Embeds
1,976
Actions
Shares
0
Downloads
37
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide

AAA Stereo 3D

  1. 1. CRYTEK © 2010 Crytek GmbH AAA Stereo-3D in CryEngine 3 Jens Schobel (jenss@crytek.de) , Francesco Carucci (francesco@carucci.org)
  2. 2. CRYTEK © 2010 Crytek GmbH 2 Research project
  3. 3. CRYTEK © 2010 Crytek GmbH 3 Research project
  4. 4. CRYTEK © 2010 Crytek GmbH 4 Depth Perception Research project
  5. 5. CRYTEK © 2010 Crytek GmbH 5 Popping out of the screen Research project
  6. 6. CRYTEK © 2010 Crytek GmbH Popping out of the screen 6 Your health is important
  7. 7. CRYTEK © 2010 Crytek GmbH Popping out of the screen 7 Your health is important
  8. 8. CRYTEK © 2010 Crytek GmbH Case study: HUD 8 WHERE do we place it?
  9. 9. CRYTEK © 2010 Crytek GmbH Case study: HUD • Feels natural • Depth violations Inside the screen 9
  10. 10. CRYTEK © 2010 Crytek GmbH Case study: HUD • Feels cool • More tiring for the eyes OUT OF the screen 10
  11. 11. CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD • Color palette • Depth of field • Atmospheric effects IN A 2D WORLD 11
  12. 12. CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD • Stereo effect strength • Convergence distance IN A STEREO 3D WORLD 12
  13. 13. CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD • Stereo effect strength • Convergence distance • Change depth perception IN A STEREO 3D WORLD 13
  14. 14. CRYTEK © 2010 Crytek GmbH CASE STUDY: Conveying mood 14 STEREO 3D AS A COMMUNICATION TOOL
  15. 15. CRYTEK © 2010 Crytek GmbH 15 VS
  16. 16. CRYTEK © 2010 Crytek GmbH 16 1.5%
  17. 17. CRYTEK © 2010 Crytek GmbH • 30 fps per Eye for acceptable quality Rendering Twice 17 STEREO IMAGE GENERATION
  18. 18. CRYTEK © 2010 Crytek GmbH • 30 fps per Eye for acceptable quality • dramatically reduced quality Rendering Twice 18 STEREO IMAGE GENERATION
  19. 19. CRYTEK © 2010 Crytek GmbH • 30 fps per Eye for acceptable quality • dramatically reduced quality • lower resolution • less special effects Rendering Twice 19 STEREO IMAGE GENERATION
  20. 20. CRYTEK © 2010 Crytek GmbH Rendering Twice 20 STEREO IMAGE GENERATION Not an option
  21. 21. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen space re-projection 21 • single pass pixel shader
  22. 22. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen space re-projection 22 • single pass pixel shader • fully gather-based approach • no warped grid • no point sampling
  23. 23. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen space re-projection 23 • single pass pixel shader • fully gather-based approach • no warped grid • no point sampling • surprising depth strength possible
  24. 24. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen space re-projection 24 • single pass pixel shader • fully gather-based approach • no warped grid • no point sampling • surprising depth strength possible • full implementation by Nicolas Shulz (RnD)
  25. 25. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION High Level 25 • re-project pixel into left/right camera
  26. 26. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION High Level 26 • re-project pixel into left/right camera • in screen space
  27. 27. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION High Level 27 • re-project pixel into left/right camera • in screen space • offset based on pixel depth
  28. 28. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION High Level 28 • re-project pixel into left/right camera • in screen space • offset based on pixel depth • stereo parameters for adjusting
  29. 29. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION High Level 29 • re-project pixel into left/right camera • in screen space • offset based on pixel depth • stereo parameters for adjusting • resample backbuffer with bilinear filtering
  30. 30. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 30 • great quality with positive parallax does it look good?
  31. 31. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 31 • great quality with positive parallax • no artifacts for opaque objects • transparent objects look acceptable • slight stretching at screen edges (easy to solve) does it look good?
  32. 32. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 32 • good quality for negative parallax (popping out) does it look good?
  33. 33. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 33 • good quality for negative parallax (popping out) • if no steep parallax gradient (no parallax change) does it look good?
  34. 34. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 34 • good quality for negative parallax (popping out) • if no steep parallax gradient (no parallax change) • artifacts for steep parallax gradient does it look good?
  35. 35. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION does it look good? 35 • good quality for negative parallax (popping out) • if no steep parallax gradient (no parallax change) • artifacts for steep parallax gradient • smooth out depth to solve
  36. 36. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 36
  37. 37. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Outputting left/right 37 • PS3 Native HDMI 1.4 support
  38. 38. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION Outputting left/right 38 • PS3 Native HDMI 1.4 support • XBOX360 no native stereo support frame-compatible format (SBS, LBL, ...) encode output format in a final pass
  39. 39. CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION AUTOSTEREOSCOPIC 39 • Natively supported! • Output color and depth separation buffers
  40. 40. CRYTEK © 2010 Crytek GmbH • Nicolas Schulz - RnD • Michael Kopietz - RnD • Marco Corbetta - Crysis 2 THANKS TO…
  41. 41. CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Questions ? 41 ASK NOW 

×