(Please copy me on baillot@simulation3d.biz so that I get notified if you would)
I am an OpenGL applications programmer and to date I create stereo using quad buffering and writing to the left and right buffer with in OpenGL and shifting the viewpoint accordingly. This requires the card to support quad buffering and to have a mini-din stereo connector. I am interested to know how the stereo3D driver compares and therefore I have a couple of questions for NVIDIA:
* how does Nvidia driver creates the left and right images (no matter what kind of output is selected)? Could the process be explained? I could envision the driver applying a translation along X to the modelview transform for each eye, is that it or is that just using a pixel shifting trick?
* is there a performance gain in using the stereo3D driver rather than producing the same stereo using OpenGL software commands? (possibly because the capability is implemented in hardware rather than happening from GL commands)
* I read on the forum that the Geforce 7800 series are the fastest to produce stereo3D, do they beat the quadro FX series as well?
* will stereo3D work on quadro FX serie (or any other professional card with a 3D mini din connector)?
* When using frame sequential with cards that do not have a mini din connector, how does the display recognize the left and right eye? Is it using an VGA / DVI signal indicator?
(Please copy me on baillot@simulation3d.biz so that I get notified if you would)
I am an OpenGL applications programmer and to date I create stereo using quad buffering and writing to the left and right buffer with in OpenGL and shifting the viewpoint accordingly. This requires the card to support quad buffering and to have a mini-din stereo connector. I am interested to know how the stereo3D driver compares and therefore I have a couple of questions for NVIDIA:
* how does Nvidia driver creates the left and right images (no matter what kind of output is selected)? Could the process be explained? I could envision the driver applying a translation along X to the modelview transform for each eye, is that it or is that just using a pixel shifting trick?
* is there a performance gain in using the stereo3D driver rather than producing the same stereo using OpenGL software commands? (possibly because the capability is implemented in hardware rather than happening from GL commands)
* I read on the forum that the Geforce 7800 series are the fastest to produce stereo3D, do they beat the quadro FX series as well?
* will stereo3D work on quadro FX serie (or any other professional card with a 3D mini din connector)?
* When using frame sequential with cards that do not have a mini din connector, how does the display recognize the left and right eye? Is it using an VGA / DVI signal indicator?
(Please copy me on baillot@simulation3d.biz so that I get notified if you would)
I am an OpenGL applications programmer and to date I create stereo using quad buffering and writing to the left and right buffer with in OpenGL and shifting the viewpoint accordingly. This requires the card to support quad buffering and to have a mini-din stereo connector. I am interested to know how the stereo3D driver compares and therefore I have a couple of questions for NVIDIA:
* how does Nvidia driver creates the left and right images (no matter what kind of output is selected)? Could the process be explained? I could envision the driver applying a translation along X to the modelview transform for each eye, is that it or is that just using a pixel shifting trick?
* is there a performance gain in using the stereo3D driver rather than producing the same stereo using OpenGL software commands? (possibly because the capability is implemented in hardware rather than happening from GL commands)
* I read on the forum that the Geforce 7800 series are the fastest to produce stereo3D, do they beat the quadro FX series as well?
* will stereo3D work on quadro FX serie (or any other professional card with a 3D mini din connector)?
* When using frame sequential with cards that do not have a mini din connector, how does the display recognize the left and right eye? Is it using an VGA / DVI signal indicator?
Many thanks
Yohan Baillot
(Please copy me on baillot@simulation3d.biz so that I get notified if you would)
I am an OpenGL applications programmer and to date I create stereo using quad buffering and writing to the left and right buffer with in OpenGL and shifting the viewpoint accordingly. This requires the card to support quad buffering and to have a mini-din stereo connector. I am interested to know how the stereo3D driver compares and therefore I have a couple of questions for NVIDIA:
* how does Nvidia driver creates the left and right images (no matter what kind of output is selected)? Could the process be explained? I could envision the driver applying a translation along X to the modelview transform for each eye, is that it or is that just using a pixel shifting trick?
* is there a performance gain in using the stereo3D driver rather than producing the same stereo using OpenGL software commands? (possibly because the capability is implemented in hardware rather than happening from GL commands)
* I read on the forum that the Geforce 7800 series are the fastest to produce stereo3D, do they beat the quadro FX series as well?
* will stereo3D work on quadro FX serie (or any other professional card with a 3D mini din connector)?
* When using frame sequential with cards that do not have a mini din connector, how does the display recognize the left and right eye? Is it using an VGA / DVI signal indicator?
Many thanks
Yohan Baillot