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Page 1: AAA Stereo 3D

CRYTEK

© 2010 Crytek GmbH

AAA Stereo-3D in CryEngine 3Jens Schobel ([email protected]) , Francesco Carucci ([email protected])

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© 2010 Crytek GmbH 2

Research project

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© 2010 Crytek GmbH 3

Research project

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© 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

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Your health is important

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CRYTEK

© 2010 Crytek GmbH

Popping out of the screen

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Your health is important

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CRYTEK

© 2010 Crytek GmbH

Case study: HUD

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WHERE do we place it?

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CRYTEK

© 2010 Crytek GmbH

Case study: HUD

• Feels natural• Depth violations

Inside the screen

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CRYTEK

© 2010 Crytek GmbH

Case study: HUD

• Feels cool• More tiring for the eyes

OUT OF the screen

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CRYTEK

© 2010 Crytek GmbH

CASE STUDY: CONVEYING MOOD

• Color palette• Depth of field• Atmospheric effects

IN A 2D WORLD

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CRYTEK

© 2010 Crytek GmbH

CASE STUDY: CONVEYING MOOD

• Stereo effect strength• Convergence distance

IN A STEREO 3D WORLD

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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

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CRYTEK

© 2010 Crytek GmbH

CASE STUDY: Conveying mood

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STEREO 3D AS ACOMMUNICATION TOOL

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CRYTEK

© 2010 Crytek GmbH 15

VS

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© 2010 Crytek GmbH 16

1.5%

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© 2010 Crytek GmbH

• 30 fps per Eye for acceptable quality

Rendering Twice

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STEREO IMAGE GENERATION

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© 2010 Crytek GmbH

• 30 fps per Eye for acceptable quality• dramatically reduced quality

Rendering Twice

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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

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STEREO IMAGE GENERATION

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CRYTEK

© 2010 Crytek GmbH

Rendering Twice

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STEREO IMAGE GENERATION

Not an option

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CRYTEK

© 2010 Crytek GmbH

STEREO IMAGE GENERATION

Screen space re-projection

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• single pass pixel shader

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CRYTEK

© 2010 Crytek GmbH

STEREO IMAGE GENERATION

Screen space re-projection

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• 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

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• 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

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• 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

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• re-project pixel into left/right camera

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CRYTEK

© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

High Level

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• re-project pixel into left/right camera• in screen space

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CRYTEK

© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

High Level

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• 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

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• 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

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• 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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© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

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• great quality with positive parallax

does it look good?

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CRYTEK

© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

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• 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

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• good quality for negative parallax (popping out)

does it look good?

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CRYTEK

© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

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• 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

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• 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?

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• 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

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© 2010 Crytek GmbH

STEREO IMAGE GENERATION

Outputting left/right

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• PS3 Native HDMI 1.4 support

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CRYTEK

© 2010 Crytek GmbH

SCREEN SPACE RE-PROJECTION

Outputting left/right

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• PS3 Native HDMI 1.4 support• XBOX360 no 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

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• 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 ?

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ASK NOW


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