我如何输出3D图像到我的3D电视? [英] How do I output 3D images to my 3D TV?

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问题描述

我有一台3D电视,并认为我会推卸我的责任(作为一个怪胎),如果我不至少尝试,使之显示我自己创作的pretty的3D画面!

I have a 3D TV and feel that I would be shirking my responsibilities (as a geek) if I didn't at least try to make it display pretty 3D images of my own creation!

我以前做过的OpenGL编程的一个非常基本的量,所以我理解的概念参与 - 假设我可以呈现自己一个简单的四面体或立方,使其逛了一下旋转;我怎样才能让我的3D电视以显示此图像中,那么,3D?

I've done a very basic amount of OpenGL programming before and so I understand the concepts involved - Assume that I can render myself a simple Tetrahedron or Cube and make it spin around a bit; How can I get my 3D TV to display this image in, well, 3D?

请注意,我明白了3D如何工作的基本知识(2个不同的角度,每只眼睛呈现相同的图像两次),我的问题是有关实际上做这个物流(我需要一个SDK?等等。 。)

Note that I understand the basics of how 3D works (render the same image twice from 2 different angles, one for each eye), my question is about the logistics of actually doing this (do I need an SDK? etc...)

  • 在电视我使用偏振3D,虽然我的意图是,这个问题也涉及其他3D技术(如果可能)
  • 在我的笔记本电脑有一个HDMI输出,这正是我打算使用,最多可连接到我的电视(这是否让任何区别在采用VGA /分量视频线?)
  • 在过去,我已经尝试了GLUT / OpenGL的,但是如果它更容易/只真的有可能使用一些替代技术,那么要做到这一点那优良

推荐答案

的主要问题是,让你的GPU发送一个立体格式。在HDMI连接的情况下,不带司机的帮助,这是不行的。如果你有一个专业级GPU(的Quadro,FireGL的),那么他们很有可能支持OpenGL quadbuffers,即你得到的帧缓冲区的左眼和右眼,无论是正面和背面:

The main problem is, getting your GPU to send a stereoscopic format. In the case of a HDMI connection this will not work without the help of a driver. If you have a professional grade GPU (Quadro, FireGL), then they likely support OpenGL quadbuffers, i.e. you get framebuffers for the left and right eye, both back and front:

glDrawBuffer(GL_BACK_LEFT);
render_left_eye();

glDrawBuffer(GL_BACK_RIGHT);
render_right_eye();

glDrawBuffer(GL_BACK); // renders to both eyes simultanously
render_screen_level_and_nonstereoscopic();

SwapBuffers();

不幸的是OpenGL的四缓冲器被认为是专业级的东西。

Unfortunately OpenGL quad buffer is considered professional grade stuff.

相反,NVIDIA(至少)提供了一个习惯立体库加上一些扩展来控制它。主要理由是,该共享的片段要被再现一次,然后发送到两只眼睛应用了appropirate视差。但是从我的半专业经验stereoscopy¹,这些类型的半自动/自动stereoscopifications只是不削减它。立体需要整个生产管道的严格控制,否则你搞砸了。大象的梦想我去就修改渲染的核心code。

Instead NVidia (at least) provides a customary stereoscopy library plus some extensions to control it. The main reasoning is, that shared fragments are to be rendered only once and then sent to both eyes with the appropirate parallax applied. However from my semi-professional experiences with stereoscopy¹, these kinds of semi-/automatic stereoscopifications just don't cut it. Stereoscopy requires tight control of the whole "production" pipeline, otherwise you're screwed. With Elephants Dream I went as far as modifying the renderer's core code.

我送了人,在3D等分在NVIDIA,你需要在立体过程精确控制一些案例场景,我希望他们看到了光明,给进入四缓冲器立体声也对消费级硬件。

I sent the people at the 3D devision at NVidia some case scenarios where you need exact control over the stereoscopy process, and I hope they will see the light and give access to quad buffer stereo also on consumer grade hardware.

请注意,我明白了3D如何工作的基本知识(2个不同的角度,每只眼睛呈现相同的图像两次)

Note that I understand the basics of how 3D works (render the same image twice from 2 different angles, one for each eye)

其实你不从两个不同的角度,但有视差位移和镜头移位渲染。否则,你的水平,这是非常,非常不愉快的看一些梯形/梯形失真(其实我现在认为在立体渲染过程应该稍微偏离光轴 - 即做完全相反的是人会天真地做 - 与过补偿与镜头位移,我目前preparing这个小书房,但仍需要收集我的测试组和对照组)

Actually you don't render from two different angles but with a shifted parallax and lens shift. Otherwise you get some trapezoidal/keystone distortion in the horizontal, which are very, very unpleasant to watch (in fact I now think that in the stereoscopic rendering process one should slightly diverge the optical axes – i.e. doing the complete contrary to what one would naively do – and "over"compensate with lens shift, I'm currently preparing a small study about this, but still need to gather my testing and control groups).

1:哎呀,我是谁single-handedly stereographed 大象之梦,渲染它,并得到了它的的奖3D电影展

1: heck, I'm the guy who single-handedly stereographed Elephants Dream, rendered it and got it an award at a 3D movie festival.

这篇关于我如何输出3D图像到我的3D电视?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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