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Proceedings Paper

Programming standards for effective S-3D game development
Author(s): Neil Schneider; Alexander Matveev
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Paper Abstract

When a video game is in development, more often than not it is being rendered in three dimensions - complete with volumetric depth. It's the PC monitor that is taking this three-dimensional information, and artificially displaying it in a flat, two-dimensional format. Stereoscopic drivers take the three-dimensional information captured from DirectX and OpenGL calls and properly display it with a unique left and right sided view for each eye so a proper stereoscopic 3D image can be seen by the gamer. The two-dimensional limitation of how information is displayed on screen has encouraged programming short-cuts and work-arounds that stifle this stereoscopic 3D effect, and the purpose of this guide is to outline techniques to get the best of both worlds. While the programming requirements do not significantly add to the game development time, following these guidelines will greatly enhance your customer's stereoscopic 3D experience, increase your likelihood of earning Meant to be Seen certification, and give you instant cost-free access to the industry's most valued consumer base. While this outline is mostly based on NVIDIA's programming guide and iZ3D resources, it is designed to work with all stereoscopic 3D hardware solutions and is not proprietary in any way.

Paper Details

Date Published: 29 February 2008
PDF: 7 pages
Proc. SPIE 6803, Stereoscopic Displays and Applications XIX, 68031D (29 February 2008); doi: 10.1117/12.767366
Show Author Affiliations
Neil Schneider, Meant to be Seen (Canada)
Alexander Matveev, iZ3D LLC (United States)


Published in SPIE Proceedings Vol. 6803:
Stereoscopic Displays and Applications XIX
Andrew J. Woods; Nicolas S. Holliman; John O. Merritt, Editor(s)

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