How to visualize seperate left/right images by coding
Dear colleagues,
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards[/quote]
Google quad buffered OpenGL and you should find plenty of examples. It requires a Quadro card - a GeForce card will not work.
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards
Google quad buffered OpenGL and you should find plenty of examples. It requires a Quadro card - a GeForce card will not work.
For 3d vision you won't have to. It's important to seperate the pro from the consumer products.
3d vision is intented for consumers. It requires Direct3d 9.0 or higher in full screen mode. Windowed is not supported.
For 3d vision you don't have to program seperate outputs. 3d Vision is designed to take any full screen direct 3d application into S3D. The drivers do all the dirty work. OpenGL however is not supported. Don't ask me why becuase it was in the old xp drivers.
You can however program seperate outputs as far as i know(why should you?) but i guess you will need to contact Nvidia for this. There is no public info available, except a powerpoint floating somewhere on mtbs3d.
For pro applications you have the Quadro cards. They give 3d with an DLP 3d sync cable, don't know if an 120HZ screen will work though. Quadro's use OpenGL quad buffered to produce 3d. OpenGL quad buffered supports full screen and windowed modes. But you probably will have to do some more coding and investigation on how to work with Quad Buffered S3D.
For 3d vision you won't have to. It's important to seperate the pro from the consumer products.
3d vision is intented for consumers. It requires Direct3d 9.0 or higher in full screen mode. Windowed is not supported.
For 3d vision you don't have to program seperate outputs. 3d Vision is designed to take any full screen direct 3d application into S3D. The drivers do all the dirty work. OpenGL however is not supported. Don't ask me why becuase it was in the old xp drivers.
You can however program seperate outputs as far as i know(why should you?) but i guess you will need to contact Nvidia for this. There is no public info available, except a powerpoint floating somewhere on mtbs3d.
For pro applications you have the Quadro cards. They give 3d with an DLP 3d sync cable, don't know if an 120HZ screen will work though. Quadro's use OpenGL quad buffered to produce 3d. OpenGL quad buffered supports full screen and windowed modes. But you probably will have to do some more coding and investigation on how to work with Quad Buffered S3D.
The 3D Vision kit with the 120Hz LCDs has supported OpenGL quad buffered stereo with Quadro cards since June 2009 - it also works on XP.
[url="http://www.nvidia.com/object/quadro_pro_graphics_boards.html"]NVIDIA 3D Vision for Quadro[/url]
[url="http://forums.nvidia.com/index.php?showtopic=95729&st=0"]Forum thread on the topic[/url]
If you know how to program an OpenGL mono application on Windows, then for stereo you just add PFD_STEREO to the dwFlags of the PIXELFORMATDESCRIPTOR and render to the GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, or GL_BACK_RIGHT buffers instead of GL_FRONT or GL_BACK buffers.
If you know how to program an OpenGL mono application on Windows, then for stereo you just add PFD_STEREO to the dwFlags of the PIXELFORMATDESCRIPTOR and render to the GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, or GL_BACK_RIGHT buffers instead of GL_FRONT or GL_BACK buffers.
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards[/quote]
Google quad buffered OpenGL and you should find plenty of examples. It requires a Quadro card - a GeForce card will not work.
I would like to develop my own stereoscopic player using C++, OpenGL and 3d Vision support.
But I am rendering Left/Right images myself manually (for instance using a precomputed image from a video file) and I would like to visualize these 2 stereo images in 3D.
I render these two views into textures for visualization. Is there any one who knows how to initialize 3D vision and visualize separate left/right images in C++?
Best regards
Google quad buffered OpenGL and you should find plenty of examples. It requires a Quadro card - a GeForce card will not work.
3d vision is intented for consumers. It requires Direct3d 9.0 or higher in full screen mode. Windowed is not supported.
For 3d vision you don't have to program seperate outputs. 3d Vision is designed to take any full screen direct 3d application into S3D. The drivers do all the dirty work. OpenGL however is not supported. Don't ask me why becuase it was in the old xp drivers.
You can however program seperate outputs as far as i know(why should you?) but i guess you will need to contact Nvidia for this. There is no public info available, except a powerpoint floating somewhere on mtbs3d.
For pro applications you have the Quadro cards. They give 3d with an DLP 3d sync cable, don't know if an 120HZ screen will work though. Quadro's use OpenGL quad buffered to produce 3d. OpenGL quad buffered supports full screen and windowed modes. But you probably will have to do some more coding and investigation on how to work with Quad Buffered S3D.
3d vision is intented for consumers. It requires Direct3d 9.0 or higher in full screen mode. Windowed is not supported.
For 3d vision you don't have to program seperate outputs. 3d Vision is designed to take any full screen direct 3d application into S3D. The drivers do all the dirty work. OpenGL however is not supported. Don't ask me why becuase it was in the old xp drivers.
You can however program seperate outputs as far as i know(why should you?) but i guess you will need to contact Nvidia for this. There is no public info available, except a powerpoint floating somewhere on mtbs3d.
For pro applications you have the Quadro cards. They give 3d with an DLP 3d sync cable, don't know if an 120HZ screen will work though. Quadro's use OpenGL quad buffered to produce 3d. OpenGL quad buffered supports full screen and windowed modes. But you probably will have to do some more coding and investigation on how to work with Quad Buffered S3D.
[url="http://www.nvidia.com/object/quadro_pro_graphics_boards.html"]NVIDIA 3D Vision for Quadro[/url]
[url="http://forums.nvidia.com/index.php?showtopic=95729&st=0"]Forum thread on the topic[/url]
NVIDIA 3D Vision for Quadro
Forum thread on the topic