Post on 18-Dec-2015
CRYTEK
© 2010 Crytek GmbH
AAA Stereo-3D in CryEngine 3Jens Schobel (jenss@crytek.de) , Francesco Carucci (francesco@carucci.org)
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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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© 2010 Crytek GmbH 5
Popping out of the screen
Research project
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© 2010 Crytek GmbH
Popping out of the screen
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Your health is important
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© 2010 Crytek GmbH
Popping out of the screen
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Your health is important
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© 2010 Crytek GmbH
Case study: HUD
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WHERE do we place it?
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© 2010 Crytek GmbH
Case study: HUD
• Feels natural• Depth violations
Inside the screen
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© 2010 Crytek GmbH
Case study: HUD
• Feels cool• More tiring for the eyes
OUT OF the screen
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© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Color palette• Depth of field• Atmospheric effects
IN A 2D WORLD
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© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Stereo effect strength• Convergence distance
IN A STEREO 3D WORLD
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© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Stereo effect strength• Convergence distance• Change depth perception
IN A STEREO 3D WORLD
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CASE STUDY: Conveying mood
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STEREO 3D AS ACOMMUNICATION TOOL
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© 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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© 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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© 2010 Crytek GmbH
Rendering Twice
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STEREO IMAGE GENERATION
Not an option
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© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Screen space re-projection
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• single pass pixel shader
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© 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
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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© 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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© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
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• re-project pixel into left/right camera
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© 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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© 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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© 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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© 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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© 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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© 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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© 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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© 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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© 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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© 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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© 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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© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
AUTOSTEREOSCOPIC
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• Natively supported!• Output color and depth separation buffers
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© 2010 Crytek GmbH
• Nicolas Schulz - RnD• Michael Kopietz - RnD• Marco Corbetta - Crysis 2
THANKS TO…
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© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Questions ?
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ASK NOW