You are currently browsing articles tagged stereoscopic.

Quite the backlog, so let’s whip through some topics:

  • GDC: ancient news, I know, but here is a rundown fromĀ Vincent Scheib and a summary of trends from Mark DeLoura.
  • I like when people revisit various languages and see how fast they now are on newer hardware and more efficient implementations. Case in point: Quake 2 runs in a browser using javascript andĀ WebGL.
  • Morgan McGuire pointed out this worthwhile article on stereoscopic graphics programming. Quick bits: frame tearing is very noticeable since it is visible to only one eye, vsync is important which may force lower-res rendering, making antialiasing all that much more important. UI elements on top look terribly 2D, and aim-point UI elements need to be given 3D depths. For their game MotorStorm, going 3D meant a lot more people liked using the first-person view, and this view with stereo helped perception of depth, obstacles, etc. There are also some intriguing ideas about using a single 2D image and reprojection using the depth buffer to get the second image (it mostly works…).
  • I happened to notice ShaderX 7 is now available on the Kindle. Looking further, quite a few other recent graphics books are. What’s odd is the differential in prices varies considerably: a Kindle ShaderX 7 is only $3.78 cheaper, while Fundamentals of Computer Graphics is $20 less.
  • Speaking of ShaderX, its successor GPU Pro is not out yet, but Wolfgang started a blog about it (really, just the Table of Contents), in addition to his other blog. The real news: you can use Amazon’s Look Inside feature to view the contents of the book right now!
  • Here are way too many multithreading resources.
  • In case you somehow missed it, you must see Pixels.

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