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Real 3D (IMAX like) get pixelinformation from view
#175836
01/02/08 10:24
01/02/08 10:24
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Joined: Sep 2007
Posts: 48 Deutschland
HoopyDerFrood
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Hi, I made some experiments creating real 3D pictures, watchable with red/cyan glasses, with the A7. And more ore less I succeeded. The problem is once again the framerate. For creating a stereoscopic so called anaglyphic image I use pictures from two differnt views with a small offset between them. From each pixel of the views I take the colour information and calculate the colour of the pixel in the 3D view. Creating the picture pixel by pixel with "pixel_to_bmap" is not fast but this is not the problem. The problem is bring the two views in a format I can read from with "pixel_for_bmap" and "pixel_to_vec". First I displayd them on screen made a screenshot and read from this. This was really dumb and very slow. Now I render them both to one texture an read from this. The Problem is I have to do "bmap_to_format" first. And this is so slow I get only 2fps creating a 400x300 3D image. Converting the 800x300 texture containing the two views takes most of the time. Is there a faster way to get the colour of pixels in a view? Here a 3D picture created with the A7 if someone is interested to try itself. Use glasses with a red colour filter in front of the left eye and a cyan colour filter in front of the right one to watch it.
Last edited by HoopyDerFrood; 01/02/08 10:29.
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Re: Real 3D (IMAX like) get pixelinformation from
[Re: HoopyDerFrood]
#175839
01/02/08 11:50
01/02/08 11:50
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
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planet.earth
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Quote:
I made my glasses myself. All you need are two colour filter gels which cost about $1 each.
aint that problematic because you need somewhat normed colors to get it working? or else i could think of creating a panel where you can adjust the colors for the stereo image.
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Re: Real 3D (IMAX like) get pixelinformation from
[Re: HoopyDerFrood]
#175843
02/21/08 23:06
02/21/08 23:06
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Joined: Sep 2007
Posts: 48 Deutschland
HoopyDerFrood
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Good news everyone! Slin wrote a shader which is so simple, even I can understand. And it's so fast and effective that the small testlevel I created runs with full framerate at XGA resolution using this shader. I try to write a tutorial about using it in the next time. And maybe I try to translate it into english, too.
Last edited by HoopyDerFrood; 02/21/08 23:10.
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