This document explains what dynamic stereoscopy is and how to implement it. It starts by describing the theoretical framework that dynamic stereoscopy is built on.
It then details how to relax the theoretical constraints to ensure comfortable viewing and allow artistic control over rendering.
Finally, it describes the provided API.
1.1. Scope of This Document
This document deals only with perspective projections to generate images from 3D scenes. These perspective projections are well known to graphics developers. This document assumes that readers are already familiar with the perspective projection matrix.
1.2. Terminology Used in This Document
This document uses the following terminology.
- Real space
The distance from the player to the upper LCD and other factors relevant to the stereoscopic display on CTR/SNAKE. To differentiate between these distances and the space in the application, this document uses the term real space to indicate the space that contains the player and the CTR/SNAKE system. - Virtual space
The space created in the application, as opposed to real space. - Viewport
The area in real space where the rendered images are displayed. This area lies in the plane of the screen. Most often, a game uses the entire upper screen as the viewport. - Window
The representation of the viewport in virtual space. It is a cross-section of the camera viewing volume that lies on the base plane/window plane. It is the window through which the user sees the virtual world when looking at the viewport. Objects lying on the window plane are seen by the user as being exactly at screen distance. Objects farther from the camera are seen as being behind the screen, and nearer objects are seen as being in front of the screen. The virtual screen is also defined as the representation of the screen in virtual space. - Base camera
The monoscopic camera that the application sets and creates according to the scene. This information is required in order to calculate cameras for the left eye and the right eye of the user. - Eye camera
A camera used to compute the image for the left or right eye.