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Figure 9: Reducing reconstruction
                                                                                          error with center reprojection.
























































          render the scene from a camera   A third issue is related to   crop down to the new shared   whatever is behind it, which made
          with a standard frustum, and then   reconstruction. If we look at Figure   viewport area.  all our effects look quite strange.
          reproject twice to generate the   1 again, we can see that there are   The final set of issues is due   We tried writing depth with alpha,

          left and right view from that. The   regions in space that the left eye can   to how we handle alpha-blended   but that introduced a new set of
          reprojection step does take twice   see that the right one can’t, and vice   objects. In the ALL 4 ONE engine,   problems. In the end, the best way to
          as long when we do that, but the   versa. So we have no information on   we have a separate pass for such   handle both the alpha-blending and
          results look significantly better,   how to reconstruct that region from   objects, sorted by depth, and we do   the 3D stereo was to use reprojection

          and it’s still faster than rendering   the other view. One possibility is to   not write out depth. This produces   to render the opaque passes, and
          the scene twice. Figure 9 shows   place black bars to cover that area   good results for transparency but   then render the alpha passes using a
          the result of this, with the left   of the viewport, but that’s not very   has the slight problem that we   standard stereo projection.

          side rendered with left-to-right   appealing. Our final solution was to   don’t have the depth information to   In order to take that approach,
          reprojection, and the right side   expand the horizontal field of view so   correctly reproject that object. The   though, we have to do two things.

          with a standard non-stereo view   that region is outside of the desired   end result is that alpha-blended   First, we have to reproject depth
          reprojected to both left and right.  viewport, then after reprojection   geometry looks like it’s painted onto   values as well as color values, so
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