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Driven by the recent resurgence of 3D cinema, depth cameras and stereoscopic displays are becoming commonplace in the consumer market. Introduced last October, Microsoft Kinect has already fostered gesture-based interaction for applications well beyond the intended Xbox 360 platform. Similarly, consumer electronics manufacturers have begun selling stereoscopic displays and inexpensive stereoscopic cameras. Most commercial 3D displays continue to require cumbersome eyewear, but inexpensive, glasses-free 3D displays are imminent with the release of the Nintendo 3DS.At SIGGRAPH 2010, the Build Your Own 3D Display course demonstrated how to construct both LCD shutter glasses and glasses-free lenticular screens, providing Matlab-based code for batch encoding of 3D imagery. This follow-up course focuses more narrowly on glasses-free displays, describing in greater detail the practical aspects of real-time, OpenGL-based encoding for such multi-view, spatially multiplexed displays.The course reviews historical and perceptual aspects, emphasizing the goal of achieving disparity, motion parallax, accommodation, and convergence cues without glasses. It summarizes state-of-the-art methods and areas of active research. And it provides a step-by-step tutorial on how to construct a lenticular display. The course concludes with an extended question-and-answer session, during which prototype hardware is available for inspection.
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Introduction: History and Physiology Construction Glasses-free 3D Displays Multi-view Rendering using OpenGL Multi-view Interlacing using GLSL Designing Content for Glasses-free 3D Displays Emerging Technology Q & A and Demonstrations
Course Outline
Overview:A Real-Time Lenticular 3D Display
Goal: Run rendering pipeline at > 10fps
Generate Views
Offline Real-Time C/C++
Interlace Views
Overview:Multi-View Rendering in OpenGL
OpenGL Draw Calls
Render
Standard Pipeline
Output
Multi-View Pipeline
Loop Over Views
BackbufferFramebuffer Object Array
Render View
Change Camera
Screen:Memory:
Overview:GLSL: Programmable Pipeline
Fixed Function Pipeline
Simple 1-Slide Explanation
!
Drawing API
Process Vertices
Process Pixels
Framebuffer
Programmable Pipeline
Vertex Program
Fragment Program
Overview:Multi-View Interlacing using GLSL Shaders
Framebuffer Object Array
Mask 1
Mask 2
Mask 3
View 1View 2
View 3
GLSL Program
Translate views appropriately for
output device
BackbufferAnaglyph Glasses
Lenticular
Shown in this course…
The model can apply to many others
Equivalents in optics/photography
• Perspective Control Lens• Lens Shift Projector
Photos: wikipedia
Multi-View Rendering in OpenGL:Off-Axis Perspective Projection with glFrustum()
GLFRUSTUM(3G) GLFRUSTUM(3G) NAME glFrustum - multiply the current matrix by a perspective matrix C SPECIFICATION void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ) PARAMETERS left, right Specify the coordinates for the left and right vertical clipping planes. bottom, top Specify the coordinates for the bottom and top horizontal clipping planes. near_val, far_val Specify the distances to the near and far depth clipping planes. Both distances must be positive.
Screen (0,0,0)
far_val
near_val
far_val
near_val
right
right
left
left
bottom
top3D
2D
Multi-View Rendering in OpenGL:Off-Axis Perspective Projection with glFrustum()
Output
Multi-View Rendering in OpenGL:Off-Axis Perspective Projection with glFrustum()
// Set view for multi-view (multiscopic) rendering.void setViewMultiscopicLenticular(LenticularInterlacer* interlacer, int viewIndex){
float x = interlacer->camera.x+viewIndex*interlacer->camera.separation-
((interlacer->camera.numViews-1)*interlacer->camera.separation/2);
float depthRatio = interlacer->camera.near/interlacer->camera.z;float halfWidth =
interlacer->screen.width*interlacer->screen.pitch/2;float halfHeight = interlacer->screen.height*interlacer-
>screen.pitch/2;float left = -depthRatio*(x+halfWidth);float right = -depthRatio*(x-halfWidth);float bottom = -depthRatio*(interlacer->camera.y+halfHeight);float top = -depthRatio*(interlacer->camera.y-halfHeight);glViewport(0, 0, interlacer->camera.width, interlacer->camera.height);glMatrixMode(GL_PROJECTION);glLoadIdentity();glFrustum(left, right, bottom, top, interlacer->camera.near, interlacer-
>camera.far);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(x, interlacer->camera.y, interlacer->camera.z,
x, interlacer->camera.y, 0.0, 0.0, 1.0, 0.0);}
lenticular.h
Interlacer.frag
lenticular.cppinterlacer.vert
mosaic.vertmosaic.frag
Lenticular Interlacer Library
Lenticular Model Viewer
glinfo.hglinfo.cpp
OpenGL State Information Library
glm.hglm.cpp
GLM OBJ Model Library
glf.hglf.cpp
OpenGL Function Library
glinclude.h
OpenGL Include Files
Multi-View Rendering in OpenGL:Off-Screen Rendering using a Frame Buffer Object (FBO)
Resource: www.songho.ca/opengl/gl_fbo.html
GL FunctionsglGenFramebuffers()glBindFramebuffer()
glGenTextures()glBindTexture()
glGenRenderbuffers()glBindRenderbuffer()
glTexImage3D()
glRenderbufferStorage()glFramebufferTextureLayer()glFramebufferTexture2D()glFramebufferRenderbuffer()
ExampleCode
Multi-View Rendering in OpenGL:Off-Screen Rendering using a Frame Buffer Object (FBO)
GL FunctionsglBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO_ID)
OpenGL Draw Calls
Backbuffer
FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
glBindTexture(GL_TEXTURE_2D, fbotexture);glMatrixMode(GL_PROJECTION);glLoadIdentity(); glOrtho(0.f,width,0.f,height);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glBegin(GL_QUADS);
glTexCoord2f(0.f,0.f); glVertex3f(0.f, 0.f, 0.f);glTexCoord2f(1.f,0.f); glVertex3f(width, 0.f, 0.f);glTexCoord2f(1.f,1.f);
glVertex3f(width,height,0.f);glTexCoord2f(0.f,1.f); glVertex3f(0.f,height,0.f);
glEnd();
Render FBO texture directly to screen
Anaglyphic Model Viewer:Demonstration
• Some graphics cards have support for stereo 3D
• Double buffered stereo = Quad buffered
voiddisplay(void){ glDrawBuffer(GL_BACK_LEFT);
<Draw left eye here>
glDrawBuffer(GL_BACK_RIGHT); <Draw right eye here>
glutSwapBuffers();}
intmain(int argc, char **argv){ glutInit(&argc, argv); glutInitDisplayMode(
GLUT_DOUBLE | GLUT_RGB | GLUT_STEREO); glutCreateWindow("stereo example"); glutDisplayFunc(display); glutMainLoop(); return 0;}
Anaglyphic Model Viewer:Stereo 3D in OpenGL
• Only professional cards (e.g. Nvidia Quadro line) support Quad Buffered rendering
• If supported, rendering output is hardware and driver specific
• Range of options is overwhelming
• Does not extend to more than two views
– This is a course on multi-view rendering!
Anaglyphic Model Viewer:GLSL over Quad Buffered Stereo
• Modes supported on Quadro cards:
http://us.download.nvidia.com/XFree86/Linux-x86/275.21/README/xconfigoptions.html
DDCGlasses
Shutter glasses synced usingmonitor communication bus
BluelineGlasses
Length of blue line at the bottom of the frame sends image to correct LCD
DIN ConnectorShutter glasses synced usingspecial video card connector
Clone ModeRight and left images are shown on identically configured displays
InterlacedSeparate the right and left channels into even and odd scanlines
ColorInterleaved
Separate views in color channels
e.g. Sharp 3D
CheckerboardViews separated in checkerboard pattern for 3D DLP Projectors
NVIDIA 3D VisionNVIDIA’s own system; DIN connector with polarity sent over IR via USB tower
Anaglyphic Model Viewer:Example: NVIDIA Quad Buffer Support
Anaglyphic Model Viewer:Application Overview
Main Application
main.hmain.cppconfig.txthelp.txt/models/*.obj
anaglyph.h
anaglyphfrag
anaglyph.cppanaglyphvert
Anaglyph Interlacer Library
Anaglyph Model Viewer
glinfo.hglinfo.cpp
OpenGL State Information Library
glm.hglm.cpp
GLM OBJ Model Library
glf.hglf.cpp
OpenGL Function Library
glinclude.h
OpenGL Include Files
Full Color Anaglyph Mode
Optimized Anaglyph Mode
Anaglyphic Model Viewer:Examining the GLUT Display Callback
main.hmain.cppconfig.txthelp.txt/models/*.obj
Anaglyph Model Viewer
Main Application
// Define the display function.void display(void){
. . .// Render each view.for(int i=0; i<2; i++){
// Enable FBO rendering mode.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, anaglyph.FBO[i]);
// Enable depth testing and lighting.glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);
// Clear the color and depth buffers.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the projection and modelview transformations.setViewStereoscopicAnaglyph(&anaglyph, window_width,
window_height, i);
// Display the model.displayModel();
}
// Display the stereoscopic image using the anaglyph compositor.displayAnaglyph(&anaglyph, window_width, window_height);. . .glutSwapBuffers();
}
anaglyph.h
Anaglyph.frag
anaglyph.cppAnaglyph.vert
Anaglyph Interlacer Library
Anaglyph Model Viewer
glinfo.hglinfo.cpp
OpenGL State Information Library
glm.hglm.cpp
GLM OBJ Model Library
glf.hglf.cpp
OpenGL Function Library
glinclude.h
OpenGL Include Files
Anaglyphic Model Viewer:Examining displayAnaglyph()
// Define the display function for the anaglyph compositor.void displayAnaglyph(AnaglyphCompositor* anaglyph, int window_width, int window_height){
. . . // Disable FBO rendering mode.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);. . .// Clear the color buffer.glClear(GL_COLOR_BUFFER_BIT);
// Enable the anaglyph compositor shader program.glUseProgram(anaglyph->anaglyphShader.program);
// Bind FBO textures to anaglyph shader program samplers.glUniform1i(glGetUniformLocation(anaglyph->anaglyphShader.program, "leftTexture"), 0);glUniform1i(glGetUniformLocation(anaglyph->anaglyphShader.program, "rightTexture"), 1);for(int i=0; i<2; i++){
glActiveTexture(GL_TEXTURE0+i);glBindTexture(GL_TEXTURE_2D, anaglyph->viewTexture[i]);
}glActiveTexture(GL_TEXTURE0);
// Set the anaglyph rendering mode.glUniform1i(glGetUniformLocation(
anaglyph->anaglyphShader.program, "anaglyphMode"), anaglyph->mode
);
// Display the anaglyph by rendering contents of FBO to screen quad.. . . // Disable the shader program.glUseProgram(0);
}
Anaglyphic Model Viewer:Anaglyph Compositing Algorithms
L R3x3 Color Transform Matrix Pair
Full Color
Half Color
Optimized
L= R=1 0 00 0 00 0 0
0 0 00 1 00 0 1
L= R=0.299 0 00.587 0 00.114 0 0
0 0 00 1 00 0 1
L= R=0 0 00.7 0 00.3 0 0
0 0 00 1 00 0 1
=
Source: http://3dtv.at/Knowhow/AnaglyphComparison_en.aspx
Anaglyphic Model Viewer:GLSL Shaders for Anaglyph Compositing
anaglyph.h
anaglyph.frag
anaglyph.cppanaglyph.vert
Anaglyph Interlacer Library
Anaglyph Model Viewer
Anaglyph Interlacer Library
glinfo.hglinfo.cpp
OpenGL State Information Library
glm.hglm.cpp
GLM OBJ Model Library
glf.hglf.cpp
OpenGL Function Library
glinclude.h
OpenGL Include Files
/* * anaglyph.frag * Anaglyph Compositor Fragment Shader* Created by Douglas Lanman and Matthew Hirsch.* Copyright 2011.*/
// Define samplers corresponding to left and right images.uniform sampler2D leftTexture;uniform sampler2D rightTexture;
// Define anaglyph mode index.uniform int anaglyphMode;
// Define fragment shader.void main() {
// Evaluate the left and right fragment colors.
vec3 leftFragColor = texture2D(leftTexture, gl_TexCoord[0].st
).rgb;vec3 rightFragColor = texture2D(
rightTexture,gl_TexCoord[0].st
).rgb;
// Assign the output fragment color using the
// user-selected anaglyph rendering mode.
mat3 L, R;R = mat3( 0.0, 0.0, 0.0,
0.0, 1.0, 0.0,0.0, 0.0, 1.0);
if(anaglyphMode == 2){// Half-color anaglyph.L = mat3( 0.299, 0.0,
0.0,0.587, 0.0,
0.0,0.114, 0.0,
0.0);}else if(anaglyphMode == 3){
// Optimized anaglyph.L = mat3( 0.0, 0.0, 0.0,
0.7, 0.0, 0.0,0.3, 0.0, 0.0);
}else{// Full-color anaglyph.L = mat3( 1.0, 0.0, 0.0,
0.0, 0.0, 0.0,0.0, 0.0, 0.0);
}gl_FragColor = vec4(L*leftFragColor+R*rightFragColor, 1.0);
}
Anaglyphic Model Viewer:Possible Extensions: Adding Eye-Tracking
main.hmain.cppconfig.txthelp.txt/models/*.obj
Anaglyph Model Viewer
Main Application
[screen]width = 1920height = 1080pitch = 0.025800
[camera]x = 0.000000y = 0.000000z = 100.000000near = 10.000000far = 300.000000separation = 6.500000
[viewer]anaglyph_mode = 1display_help = 1display_timer = 1…
• Camera X and Y control viewer position• Wiimote and OpenCV headtracking examples are available online
Johnny Lee
Introduction: History and Physiology Construction Glasses-free 3D Displays Multi-view Rendering using OpenGL Multi-view Interlacing using GLSL Designing Content for Glasses-free 3D Displays Emerging Technology Q & A and Demonstrations
Course Outline