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Comfortable 3D Stereoscopy in Video Games: Design Precedents

Comfortable 3D Stereoscopy in Video Games: Design Precedents. Some images & videos in this presentation require the use of Anaglyph glasses. Patrick Vince Digital Interdisciplinary Practice. Introduction. Early Stereoscopic Console Games Modern Stereoscopic Console Games

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Comfortable 3D Stereoscopy in Video Games: Design Precedents

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  1. Comfortable 3D Stereoscopy in Video Games: Design Precedents Some images & videos in this presentation require the use of Anaglyph glasses Patrick Vince Digital Interdisciplinary Practice

  2. Introduction • Early Stereoscopic Console Games • Modern Stereoscopic Console Games • Key Innovations • Researchers

  3. Early Stereoscopic Console Games SegaScope 3D • Add-on to the Sega Master System • Released in 1988 • Shutter Glasses Technology • Failure due to console updates

  4. Early Stereoscopic Console Games Nintendo Virtual Boy • Stand alone console • Released in 1995 • Monochrome red display • Very uncomfortable • Massive failure • Only on the market for 6 months

  5. Modern Stereoscopic Console Games Invincible Tiger: The Legend of Han Tao • Developed for Xbox 360 & Playstation Network • Several Stereoscopic modes and settings • Side scrolling gameplay • First 3D game for next-gen consoles

  6.  To view 3D put glasses on

  7. Modern Stereoscopic Console Games Avatar: The Game • Developed for PC, Ps3 & Xbox 360 • Requires a 3D Ready TV or monitor • Impressive 3D environment

  8.  To view 3D put glasses on Click here to view a 3D video on YouTube

  9. Key Innovations Metabyte: Wicked3D • Released in 1998 • First Stereoscopic Driver for the PC • Over 160 Games playable in 3D • No extra work needed by the game developer

  10. Key Innovations Nvidia • In 2001 Nvidia release their stereoscopic driver • Supported more forms of 3D and graphics cards • Enhancements in game technology made it less compatible

  11. Key Innovations Nvidia • Created at a time when CRT monitors were being phased out. Not compatible with new LCD screens. 

  12. Key Innovations IZ3D • In 2006 IZ3D release 17” monitor that’s 3D compatible • Uses 2 LCD panels sandwiched together • Supported by Nvidia drivers used on CRT monitors

  13. Key Innovations MTBS • In 2008 MTBS & IZ3D release first direct x 9 stereoscopic drivers • Supports post-processing effects on Nvidia & AMD graphics cards • Before only 20% of the market was compatible now around 60-70%

  14. Key Innovations Zalman • In 2007 Zalman creates Trimon 3D monitors using polarised LCD Technology • Nvidia drivers support direct x 10 including post-processing etc. • Only supported Vista • Nvidiasponsered by Zalman to support only their monitors

  15. Key Innovations Nintendo 3DS • Uses 2 screen panels that allocate pixels to each eye • Autosteroscopic 3D effect • No need for glasses • Releasing old and new games developed for 3D • Nintendo stock up 10% upon the first rumour

  16.  To view 3D put glasses on

  17. Researchers Nvidia 3D Vision • Constantly looking to enhance the 3D effect • Re-designing glasses

  18. Researchers Blitz Games Studios • Andrew Oliver (CTO) Ubisoft • Patrick Naud (Executive Producer) S-3D Gaming Alliance • Neil Schneider (Executive Director)

  19. Conclusion • Plenty of methods including: • Shutter Glasses • Nintendo’s auto-stereoscopy • Anaglyph Glasses • Polarised lenses • Most successful 3D games are ones developed to be stereoscopic, such as: • Avatar: The Game • Invincible Tiger • Prototype is going to test various methods and technology • We hope to achieve a clear understanding of best and most comfortable way to view stereoscopic 3D in games through our prototype.

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