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Author Topic: Realtime rendering on GPU  (Read 17116 times)
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alexl
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« Reply #15 on: May 14, 2011, 05:55:45 PM »

Yes, it's GLSL.
You can find doc here: http://www.opengl.org/documentation/glsl/
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alexl
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« Reply #16 on: May 30, 2011, 12:03:06 AM »

It's stereo demo:
   http://www.sanbasestudio.com/demo/stereo.html

If your eyes are not so widely apart, try this version:
   http://www.sanbasestudio.com/demo/stereo1.html

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marius
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« Reply #17 on: May 30, 2011, 01:05:48 AM »

It's stereo demo:
   http://www.sanbasestudio.com/demo/stereo.html

If your eyes are not so widely apart, try this version:
   http://www.sanbasestudio.com/demo/stereo1.html



try uploading to youtube, its player allows for lots of stereoscopic playback options. Including nvidia shutter setups these days.
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alexl
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« Reply #18 on: May 31, 2011, 07:12:46 PM »

try uploading to youtube, its player allows for lots of stereoscopic playback options. Including nvidia shutter setups these days.
Which format I should use for this? I mean L-R, R-L or anaglyph? I used L-R schema but in this case I can't make distance between centers of images > 2.5"
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marius
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« Reply #19 on: June 01, 2011, 06:16:39 PM »

try uploading to youtube, its player allows for lots of stereoscopic playback options. Including nvidia shutter setups these days.
Which format I should use for this? I mean L-R, R-L or anaglyph? I used L-R schema but in this case I can't make distance between centers of images > 2.5"
I use over-under to retain max horizontal resolution but you can upload full-rez side-by-side.

Anaglyph is hard to pull apart and has compromised the color information, so you have to upload a clean left and right frame composite.

With the yt3d tags you can then specify which portion of the frame is left and which is right.
Look for examples of those tags as used by some of the 3d vids for inspiration.
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alexl
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« Reply #20 on: July 25, 2011, 01:46:30 AM »

A couple of images:



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alexl
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« Reply #21 on: October 16, 2011, 08:33:52 PM »

A couple of stereoscopic images:






... and youtube demo (3D, side-by-side):

<a href="http://www.youtube.com/v/Arloc-N1Whs&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/Arloc-N1Whs&rel=1&fs=1&hd=1</a>
« Last Edit: October 19, 2011, 06:19:02 PM by alexl » Logged

ld0d
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« Reply #22 on: October 23, 2011, 10:12:43 AM »

Hi,

I have also written some realtime rendering code; have a look at the other thread behind this link... (sorry to hijack your thread smiley

 - ld
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alexl
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« Reply #23 on: January 17, 2012, 10:32:11 PM »

I just published two of my 3D fractal works in stereoscopic (side-by-side) format.  If you have 3D TV - these videos are able to showcase the true potential of your TV!
Take a look: http://www.sanbasestudio.com/3d.htm
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marius
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« Reply #24 on: January 18, 2012, 06:10:45 AM »

I just published two of my 3D fractal works in stereoscopic (side-by-side) format.  If you have 3D TV - these videos are able to showcase the true potential of your TV!
Take a look: http://www.sanbasestudio.com/3d.htm

very cool, nice and serene. Good music to match.

The 3d isn't popping out as much. What field of view are you rendering? Looks large, given the spherical looking near plane clipping.

How do you render left & right? Simple side-step or asymmetric frustum?

I find 3d effects are best when rendering approximately the field of view of the display device. And trace rays for left & right eye through the pixels of the projection plane / screen. That results in slightly different directions for same pixels in left & right eye, hence the asymmetric.

Nice texturing / coloring. Care to share your approach?
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Mrz00m
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« Reply #25 on: March 06, 2012, 06:01:14 AM »

hiya, just for reference, there is also stream rendering  examples on subblue fractal website, boxplorer cl binaries, and mandelbulber 1.11. speed just depends on iteration depth according to subblue, you cant get the highest quality boxes in 30fps mode yet.
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alexl
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« Reply #26 on: March 14, 2012, 07:03:03 PM »

How do you render left & right? Simple side-step or asymmetric frustum?
I use this approach:
// vertex shader
void main(void)
{
   gl_Position = ftransform();
   gl_TexCoord[0] = gl_MultiTexCoord0;

   coord=gl_TexCoord[0].xy;
   coord.y-=(eye-0.5)*0.08;  // parallax far
   from.z+=(eye-0.5)*0.012 // parallax near
   vec3 Dir = normalize(Target-Eye);
   vec3 up = Up-dot(Dir,Up)*Dir;
   up = normalize(up);
   vec3 Right = normalize( cross(Dir,up));
   dir = (coord.x*Right + coord.y*up )+Dir;
}

// fragment shader
void main()
{
   gl_FragData[0].xyz= trace(from,dir);
}

Also a couple of pictures:





It is mandelbox, scale=1.5 c=0.1

     for (i=0;i<12;i++)
   {
      p.xyz=boxFold(p.xyz);
      p/=max(dot(p.xyz,p.xyz),0.5);
      p*=scale;
      p.xyz+=c;
      if(i==2)
         p.xyz+=p.zxy;
     }
« Last Edit: March 14, 2012, 07:05:44 PM by alexl » Logged

Syntopia
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« Reply #27 on: March 14, 2012, 11:18:24 PM »

Hi Alexl,

Last week I downloaded your two side-by-side movies, and played them on a computer with a 3D monitor (a Samsung Syncmaster 3D w. shutter glasses). The 3D perception was really good - so for me your frustum setup works fine.
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alexl
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« Reply #28 on: April 17, 2012, 03:27:10 PM »

Last week I downloaded your two side-by-side movies, and played them on a computer with a 3D monitor (a Samsung Syncmaster 3D w. shutter glasses). The 3D perception was really good - so for me your frustum setup works fine.
I've made a true 3DBD (MVC format). It's here: http://www.sanbase.org
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alexl
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« Reply #29 on: April 21, 2012, 09:03:26 PM »

I continue to develop this technology. A couple of samples:





The second one is a screenshot from: http://www.sanbase.org (stereoscopic movie)
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