Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!ucsd!sdcc6!sdcc10!cs161agc From: cs161agc@sdcc10.ucsd.EDU (John Schultz) Newsgroups: comp.sources.wanted Subject: Re: Stereoscopic computer graphics Message-ID: <80@sdcc10.ucsd.EDU> Date: 24 Feb 89 19:00:17 GMT References: <147@eplrx7.UUCP> Reply-To: cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) Organization: University of California, San Diego Lines: 37 In article <147@eplrx7.UUCP> cristy@vax1.acs.udel.EDU (John Cristy) writes: > I need references, algorithms, or source code about displaying an object > on a stereoscopic display. You might try to find "Stereoscopic and Multiplanar Computer Graphics", ACM SIGGRAPH '88, from August 1, 1988 Atlanta, GA. (Course #21). The simplest accurate equations for displaying a stereoscopic image are [orthographic projection]: xl = (x + seperation)*d / z + CENTERX - seperation; xr = (x - seperation)*d / z + CENTERX + seperation; y = y; There are also equations to rotate the left and right eye perspectives, but is not recommended for scenes with large variations in depth. To generate an image with a raytracer: For the left eye image, set up the viewpoint coordinates for a view slightly to the left of the center of the image. For the right eye, move the viewpoint to the right the same amount you moved it to the left (simple translation). Experiment for the best results. (in real world coordinates, you want to simulate horizontal parallax of about 2.5 inches max on the CRT (the ave. dist. between human eyes)). From my experience, best results are obtained when using translation as above and a *slight* rotation, which would mean keeping the center of the *camera* on the same point in space when moving the *camera* left or right (this is in fact what I do when digitizing an image for 3D display). Hope this helps, John Schultz