DirectX Stereoscopy Transformation Projection
hey there!
Basically I have set up a simple "normal" Monocular Renderengine, which worked fine. I wanted to support Oculus Rift and therefore I have rendered the scene twice, once with camera translation_x of ~-0.032 and once with camera translation_x of ~ +0.032 to get a IPD of 64mm (using still my old monocular projection matrix).
My problem now is, when I render a simple object in space at 0 for example, translate the camera to the left once and once to the right a little -> I don't get a 3D view. Okay, maybe the IPD needs to get adjusted, but here comes the part which I am completely confused about: When I am moving the virtual camera now backwards AWAY from the 3D Model, the Model gets even more separated on increasing camera distance. Until now, I am not completely sure why the objects seems to more seperated from each other depending on camera distance, that should not be the case.
That's why I have research alot about stereosocpy and I found out about Stereoscopic Transformation Projection like this: http://paulbourke.net/exhibition/vpac/theory2.gif
Furhter I found this: http://www.nvidia.com/content/GTC-2010/ ... TC2010.pdf which mentions that the needed Stereo Projection Matrix is the same as the Monocular Projection matrix, just shifted along x-axis by computing Matrix._13 and Matrix._14 cells. Tried all this, didn't worked (could not see any difference).
I have also setup 2 posts on StackOverflow, the problem drives me crazy I am even not sure what causes this effect and how to prevent it.
[1]: http://stackoverflow.com/questions/3129 ... perception
[2]: http://stackoverflow.com/questions/3125 ... culus-rift
I really hope somebody can help me here, I am quite stuck since a while.. thanks! ;)
Basically I have set up a simple "normal" Monocular Renderengine, which worked fine. I wanted to support Oculus Rift and therefore I have rendered the scene twice, once with camera translation_x of ~-0.032 and once with camera translation_x of ~ +0.032 to get a IPD of 64mm (using still my old monocular projection matrix).
My problem now is, when I render a simple object in space at 0 for example, translate the camera to the left once and once to the right a little -> I don't get a 3D view. Okay, maybe the IPD needs to get adjusted, but here comes the part which I am completely confused about: When I am moving the virtual camera now backwards AWAY from the 3D Model, the Model gets even more separated on increasing camera distance. Until now, I am not completely sure why the objects seems to more seperated from each other depending on camera distance, that should not be the case.
That's why I have research alot about stereosocpy and I found out about Stereoscopic Transformation Projection like this: http://paulbourke.net/exhibition/vpac/theory2.gif
Furhter I found this: http://www.nvidia.com/content/GTC-2010/ ... TC2010.pdf which mentions that the needed Stereo Projection Matrix is the same as the Monocular Projection matrix, just shifted along x-axis by computing Matrix._13 and Matrix._14 cells. Tried all this, didn't worked (could not see any difference).
I have also setup 2 posts on StackOverflow, the problem drives me crazy I am even not sure what causes this effect and how to prevent it.
[1]: http://stackoverflow.com/questions/3129 ... perception
[2]: http://stackoverflow.com/questions/3125 ... culus-rift
I really hope somebody can help me here, I am quite stuck since a while.. thanks! ;)
