![Page 1: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/1.jpg)
CRYTEK
© 2010 Crytek GmbH
AAA Stereo-3D in CryEngine 3Jens Schobel ([email protected]) , Francesco Carucci ([email protected])
![Page 2: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/2.jpg)
CRYTEK
© 2010 Crytek GmbH 2
Research project
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CRYTEK
© 2010 Crytek GmbH 3
Research project
![Page 4: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/4.jpg)
CRYTEK
© 2010 Crytek GmbH 4
Depth Perception
Research project
![Page 5: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/5.jpg)
CRYTEK
© 2010 Crytek GmbH 5
Popping out of the screen
Research project
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CRYTEK
© 2010 Crytek GmbH
Popping out of the screen
6
Your health is important
![Page 7: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/7.jpg)
CRYTEK
© 2010 Crytek GmbH
Popping out of the screen
7
Your health is important
![Page 8: CRYTEK © 2010 Crytek GmbH AAA STEREO-3D IN CRYENGINE 3 Jens Schobel (jenss@crytek.de), Francesco Carucci (francesco@carucci.org)](https://reader030.vdocuments.net/reader030/viewer/2022032703/56649d1e5503460f949f1ebd/html5/thumbnails/8.jpg)
CRYTEK
© 2010 Crytek GmbH
Case study: HUD
8
WHERE do we place it?
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CRYTEK
© 2010 Crytek GmbH
Case study: HUD
• Feels natural• Depth violations
Inside the screen
9
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CRYTEK
© 2010 Crytek GmbH
Case study: HUD
• Feels cool• More tiring for the eyes
OUT OF the screen
10
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CRYTEK
© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Color palette• Depth of field• Atmospheric effects
IN A 2D WORLD
11
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CRYTEK
© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Stereo effect strength• Convergence distance
IN A STEREO 3D WORLD
12
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CRYTEK
© 2010 Crytek GmbH
CASE STUDY: CONVEYING MOOD
• Stereo effect strength• Convergence distance• Change depth perception
IN A STEREO 3D WORLD
13
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CRYTEK
© 2010 Crytek GmbH
CASE STUDY: Conveying mood
14
STEREO 3D AS ACOMMUNICATION TOOL
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CRYTEK
© 2010 Crytek GmbH 15
VS
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CRYTEK
© 2010 Crytek GmbH 16
1.5%
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CRYTEK
© 2010 Crytek GmbH
• 30 fps per Eye for acceptable quality
Rendering Twice
17
STEREO IMAGE GENERATION
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CRYTEK
© 2010 Crytek GmbH
• 30 fps per Eye for acceptable quality• dramatically reduced quality
Rendering Twice
18
STEREO IMAGE GENERATION
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CRYTEK
© 2010 Crytek GmbH
• 30 fps per Eye for acceptable quality• dramatically reduced quality• lower resolution• less special effects
Rendering Twice
19
STEREO IMAGE GENERATION
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CRYTEK
© 2010 Crytek GmbH
Rendering Twice
20
STEREO IMAGE GENERATION
Not an option
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Screen space re-projection
21
• single pass pixel shader
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Screen space re-projection
22
• single pass pixel shader• fully gather-based approach• no warped grid• no point sampling
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Screen space re-projection
23
• single pass pixel shader• fully gather-based approach• no warped grid• no point sampling
• surprising depth strength possible
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Screen space re-projection
24
• single pass pixel shader• fully gather-based approach• no warped grid• no point sampling
• surprising depth strength possible• full implementation by Nicolas Shulz (RnD)
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
25
• re-project pixel into left/right camera
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
26
• re-project pixel into left/right camera• in screen space
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
27
• re-project pixel into left/right camera• in screen space• offset based on pixel depth
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
28
• re-project pixel into left/right camera• in screen space• offset based on pixel depth• stereo parameters for adjusting
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
High Level
29
• re-project pixel into left/right camera• in screen space• offset based on pixel depth• stereo parameters for adjusting• resample backbuffer with bilinear filtering
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
30
• great quality with positive parallax
does it look good?
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
31
• great quality with positive parallax• no artifacts for opaque objects• transparent objects look acceptable• slight stretching at screen edges (easy to solve)
does it look good?
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
32
• good quality for negative parallax (popping out)
does it look good?
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
33
• good quality for negative parallax (popping out)• if no steep parallax gradient (no parallax change)
does it look good?
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
34
• good quality for negative parallax (popping out)• if no steep parallax gradient (no parallax change)
• artifacts for steep parallax gradient
does it look good?
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
does it look good?
35
• good quality for negative parallax (popping out)• if no steep parallax gradient (no parallax change)
• artifacts for steep parallax gradient• smooth out depth to solve
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
36
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Outputting left/right
37
• PS3 Native HDMI 1.4 support
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
Outputting left/right
38
• PS3 Native HDMI 1.4 support• XBOX360 no native stereo support frame-compatible format (SBS, LBL, ...)
encode output format in a final pass
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CRYTEK
© 2010 Crytek GmbH
SCREEN SPACE RE-PROJECTION
AUTOSTEREOSCOPIC
39
• Natively supported!• Output color and depth separation buffers
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CRYTEK
© 2010 Crytek GmbH
• Nicolas Schulz - RnD• Michael Kopietz - RnD• Marco Corbetta - Crysis 2
THANKS TO…
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CRYTEK
© 2010 Crytek GmbH
STEREO IMAGE GENERATION
Questions ?
41
ASK NOW