Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!agate!bionet!csd4.milw.wisc.edu!leah!rpi!batcomputer!cornell!rochester!pt.cs.cmu.edu!cadre!pitt!cisunx!ejkst From: ejkst@cisunx.UUCP (Eric J. Kennedy) Newsgroups: comp.sys.amiga Subject: Re: Coke 3D Message-ID: <15777@cisunx.UUCP> Date: 11 Feb 89 04:39:10 GMT References: <8902071540.AA02699@terra.oscs.montana.edu> <3017@ihlpm.ATT.COM> Reply-To: ejkst@unix.cis.pittsburgh.edu (Eric J. Kennedy) Organization: Univ. of Pittsburgh, Comp & Info Sys Lines: 25 In article <3017@ihlpm.ATT.COM> jmdavis@ihlpm.ATT.COM (Davis) writes: >In article <8902071540.AA02699@terra.oscs.montana.edu>, iphwk@MTSUNIX1.BITNET (Bill Kinnersley) writes: >> How does Coke-3D work? Would it be possible to make a Coke-3D animation >> for the Amiga? >"Coke-3D" works by "slowing" the light getting to one eye so that a rotating >object/scene/etc. will present one angle to one eye before the other. The Actually, I think a more likely explanation is that Coke spent millions in advertising before the Super Bowl, promising all this wonderful new 3D technology. Millions of suckers went out and bought Coke, fattening the pockets of the owners of Coke yet more, and getting their 3D glasses--if they could. Millions of viewers sat around Millions of TV sets--with tens of thousands of pairs of 3D glasses. By the time Halftime rolled around, the combined effects of Coke caffeine, Bud, Bud Lite, and media hype all served to confuse viewers so much that in frantically passing around two pairs of 3D glasses among 15 people, nobody seemed to notice that the 3D effect was completely underwhelming. Well, at least that's how *I* think it works. -- Eric Kennedy ejkst@cisunx.UUCP