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CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)
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CRYTEK © 2010 Crytek GmbH 2 Research project
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CRYTEK © 2010 Crytek GmbH 3 Research project
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CRYTEK © 2010 Crytek GmbH 4 Depth Perception Research project
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CRYTEK © 2010 Crytek GmbH 5 Popping out of the screen Research project
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CRYTEK © 2010 Crytek GmbH POPPING OUT OF THE SCREEN 6 Your health is important
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CRYTEK © 2010 Crytek GmbH POPPING OUT OF THE SCREEN 7 Your health is important
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CRYTEK © 2010 Crytek GmbH CASE STUDY: HUD 8 WHERE DO WE PLACE IT?
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CRYTEK © 2010 Crytek GmbH CASE STUDY: HUD Feels natural Depth violations INSIDE THE SCREEN 9
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CRYTEK © 2010 Crytek GmbH CASE STUDY: HUD Feels cool More tiring for the eyes OUT OF THE SCREEN 10
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CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD Color palette Depth of field Atmospheric effects IN A 2D WORLD 11
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CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD Stereo effect strength Convergence distance IN A STEREO 3D WORLD 12
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CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD Stereo effect strength Convergence distance Change depth perception IN A STEREO 3D WORLD 13
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CRYTEK © 2010 Crytek GmbH CASE STUDY: CONVEYING MOOD 14 STEREO 3D AS A COMMUNICATION TOOL
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CRYTEK © 2010 Crytek GmbH 15 VS
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CRYTEK © 2010 Crytek GmbH 16 1.5%
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CRYTEK © 2010 Crytek GmbH 30 fps per Eye for acceptable quality RENDERING TWICE 17 STEREO IMAGE GENERATION
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CRYTEK © 2010 Crytek GmbH 30 fps per Eye for acceptable quality dramatically reduced quality RENDERING TWICE 18 STEREO IMAGE GENERATION
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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
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CRYTEK © 2010 Crytek GmbH RENDERING TWICE 20 STEREO IMAGE GENERATION Not an option
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CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION SCREEN SPACE RE-PROJECTION 21 single pass pixel shader
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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
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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
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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)
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION HIGH LEVEL 25 re-project pixel into left/right camera
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION HIGH LEVEL 26 re-project pixel into left/right camera in screen space
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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
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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
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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
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 30 great quality with positive parallax DOES IT LOOK GOOD?
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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?
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 32 good quality for negative parallax (popping out) DOES IT LOOK GOOD?
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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?
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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?
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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
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION 36
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CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION OUTPUTTING LEFT/RIGHT 37 PS3Native HDMI 1.4 support
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION OUTPUTTING LEFT/RIGHT 38 PS3Native HDMI 1.4 support XBOX360no native stereo support frame-compatible format (SBS, LBL,...) encode output format in a final pass
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CRYTEK © 2010 Crytek GmbH SCREEN SPACE RE-PROJECTION AUTOSTEREOSCOPIC 39 Natively supported! Output color and depth separation buffers
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CRYTEK © 2010 Crytek GmbH Nicolas Schulz- RnD Michael Kopietz- RnD Marco Corbetta- Crysis 2 THANKS TO…
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CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION QUESTIONS ? 41 ASK NOW
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