Glasses Free Stereoscopic 3D Monitor Kickstarter
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Just got invited to NVIDIA GTC Emerging Companies Summit in March. Should be a great showcase for us.
Just got invited to NVIDIA GTC Emerging Companies Summit in March. Should be a great showcase for us.

#91
Posted 12/17/2014 07:30 PM   
With the Kickstarter fund raising period for DTI's auto-stereoscopic monitor now in it's final week, I'd like to take this opportunity to say thanks to all those who have contributed their thoughts and insights on this thread, and a special thank you also to all those who took the decision to pledge their support financially. I certainly don't wish to make a habit of highlighting Kickstarter campaigns, but decided in this instance to try and raise the profile of this particular endeavour. My reasoning being, as has been said by the likes of those such as filmmaker James Cameron, that 3D glasses remain a huge barrier to a more general acceptance and realisation of high quality 3D that only a hard core of 3D devotees such as us have been able to appreciate and have long since grown accustomed to. One can only hope that DTI's 3D technology could do for 3D gaming what Philips and Dolby are attempting to do for filmmaking, with the crossover platforms between these two technologies being portable devices such as smart phones, tablets and laptops, which in turn bring auto-stereoscopy to a much wider audience.
With the Kickstarter fund raising period for DTI's auto-stereoscopic monitor now in it's final week, I'd like to take this opportunity to say thanks to all those who have contributed their thoughts and insights on this thread, and a special thank you also to all those who took the decision to pledge their support financially. I certainly don't wish to make a habit of highlighting Kickstarter campaigns, but decided in this instance to try and raise the profile of this particular endeavour. My reasoning being, as has been said by the likes of those such as filmmaker James Cameron, that 3D glasses remain a huge barrier to a more general acceptance and realisation of high quality 3D that only a hard core of 3D devotees such as us have been able to appreciate and have long since grown accustomed to. One can only hope that DTI's 3D technology could do for 3D gaming what Philips and Dolby are attempting to do for filmmaking, with the crossover platforms between these two technologies being portable devices such as smart phones, tablets and laptops, which in turn bring auto-stereoscopy to a much wider audience.

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#92
Posted 12/17/2014 10:22 PM   
[quote="Glasses-FreeTC"]Just got invited to NVIDIA GTC Emerging Companies Summit in March. Should be a great showcase for us.[/quote] With the likes of Oculus's Brendan Iribe having formerly attended, that's a really exciting development, and I hope everything goes well for whomever does the presentation.
Glasses-FreeTC said:Just got invited to NVIDIA GTC Emerging Companies Summit in March. Should be a great showcase for us.


With the likes of Oculus's Brendan Iribe having formerly attended, that's a really exciting development, and I hope everything goes well for whomever does the presentation.

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#93
Posted 12/17/2014 10:51 PM   
Looks like they canceled the Kickstarter before the end. And are looking into their options. Another thought is that this display would be a nearly perfect addition to a gaming laptop. I don't do laptops because I want more control over my hardware, but for some scenarios having a [i]portable[/i], glasses-free 3D would be amazing.
Looks like they canceled the Kickstarter before the end. And are looking into their options.


Another thought is that this display would be a nearly perfect addition to a gaming laptop. I don't do laptops because I want more control over my hardware, but for some scenarios having a portable, glasses-free 3D would be amazing.

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#94
Posted 12/21/2014 02:44 AM   
A laptop would actually be a really good idea and would be ideal for this tech. One concern is that a lot of laptop manufactures have shied away from built in 3D displays recently (roughly in the last two years since I bought my Alienware M17x R4), but if your tech is good enough maybe you can convince them to embrace it again. Imagine if you could actually get one of these in a retail shop with a decent demo running - with the eye tracking going anyone walking past would see a true 3D image, which would definitely grab their attention. I think one of the biggest issues for selling 3D tech is that people need to see it to really understand what is so good about it, and any monitor that requires glasses is not really a barrier in the home, but it *is* a significant barrier in the retail store. This is where a glasses free monitor has the potential to really shine. One question is, what demo should you show? I'd definitely think a game is going to be much better than a static video since it can support much better 3D depth, but it has to fulfill a couple of requirements: - Has to have really good 3D support. Can't afford to show broken shaders in a demo. - Has to have very good graphics to *really* catch peoples attention. - Has to perform well on whatever spec computer is being used to show it, and must not require manual tweaking by the sales clerk to achieve this. - A well known title would be preferable so that people have some idea of what it looked like without 3D, and are more likely to take an interest. Doesn't necessarily have to be a top AAA, just well known. - Avoid games that come across as being just used for the gimmick of 3D - this is why a well known good game would be a better choice. - Has to have an demo that runs automatically if no one is touching the controls (and ideally shouldn't wait long before dropping into demo mode). This used to be much more common than it is now. - Ideally will allow potential customers to take over and play themselves for a little while - might well attract an audience - Should avoid too many lengthy loading screens. The more often a loading screen is displayed, the less 3D is displayed. - Should automatically set good separation and convergence settings when run (and comfortable for someone new to 3D from any viewing distance), otherwise there is a high risk of the separation / convergence being set too low and the 3D looking meh. - Ideally would do all this without needing a 3D fix from the community. I'm sure we'd be willing to help, I just think a demo like this should have native 3D support. - Rating must be low enough that it is suitable for an audience of all ages. Don't want an R18+ ultra violent demo for people to complain to the store about Any suggestions? I'd seriously consider partnering with a game studio to make a version of their game tailored to be a better demo, and ship a free copy of the game with every DTI monitor/laptop purchase. On the hardware side there are a few things you might need to consider: - The two viewer limit is going to seriously hamper the demo in a retail location since it puts a hard limit on the number of people that can view it simultaneously. - This is going to be worse if the retailer puts it next to all their TVs since in the stores I'm familiar with their tends to be more people around there than the computer section (plus the computers are often in narrower isles where less people can fit simultaneously) - If other TV screens are visible, there is a serious risk of the eye tracking software mistaking them for another person when a face is displayed on them, wasting one potential real viewer. - Make sure your eye tracking software performs well in this kind of environment. It must reliably choose to direct the 3D image to actual people near the display and should try to avoid redirecting the image away from someone as that would cause them to no longer see the image and assume the display is poor. Is there the possibility of increasing the number of simultaneous viewers to combat this? I noticed the patent indicated a 240Hz display could be used to support four viewers simultaneously, but I guess that might make the price even more prohibitive (also, is a 240Hz display a thing?). Is there maybe an improvement you could make to your backlight technology to support more viewers simultaneously without needing a faster monitor? e.g. could you use multiple light bands to direct a single left eye frame to multiple viewers simultaneously then do the same for the right eye frame, rather than the way you currently do it where you alternate between eyes and viewers on each monitor refresh?
A laptop would actually be a really good idea and would be ideal for this tech. One concern is that a lot of laptop manufactures have shied away from built in 3D displays recently (roughly in the last two years since I bought my Alienware M17x R4), but if your tech is good enough maybe you can convince them to embrace it again.


Imagine if you could actually get one of these in a retail shop with a decent demo running - with the eye tracking going anyone walking past would see a true 3D image, which would definitely grab their attention.


I think one of the biggest issues for selling 3D tech is that people need to see it to really understand what is so good about it, and any monitor that requires glasses is not really a barrier in the home, but it *is* a significant barrier in the retail store. This is where a glasses free monitor has the potential to really shine.


One question is, what demo should you show? I'd definitely think a game is going to be much better than a static video since it can support much better 3D depth, but it has to fulfill a couple of requirements:
- Has to have really good 3D support. Can't afford to show broken shaders in a demo.
- Has to have very good graphics to *really* catch peoples attention.
- Has to perform well on whatever spec computer is being used to show it, and must not require manual tweaking by the sales clerk to achieve this.
- A well known title would be preferable so that people have some idea of what it looked like without 3D, and are more likely to take an interest. Doesn't necessarily have to be a top AAA, just well known.
- Avoid games that come across as being just used for the gimmick of 3D - this is why a well known good game would be a better choice.
- Has to have an demo that runs automatically if no one is touching the controls (and ideally shouldn't wait long before dropping into demo mode). This used to be much more common than it is now.
- Ideally will allow potential customers to take over and play themselves for a little while - might well attract an audience
- Should avoid too many lengthy loading screens. The more often a loading screen is displayed, the less 3D is displayed.
- Should automatically set good separation and convergence settings when run (and comfortable for someone new to 3D from any viewing distance), otherwise there is a high risk of the separation / convergence being set too low and the 3D looking meh.
- Ideally would do all this without needing a 3D fix from the community. I'm sure we'd be willing to help, I just think a demo like this should have native 3D support.
- Rating must be low enough that it is suitable for an audience of all ages. Don't want an R18+ ultra violent demo for people to complain to the store about

Any suggestions? I'd seriously consider partnering with a game studio to make a version of their game tailored to be a better demo, and ship a free copy of the game with every DTI monitor/laptop purchase.


On the hardware side there are a few things you might need to consider:
- The two viewer limit is going to seriously hamper the demo in a retail location since it puts a hard limit on the number of people that can view it simultaneously.
- This is going to be worse if the retailer puts it next to all their TVs since in the stores I'm familiar with their tends to be more people around there than the computer section (plus the computers are often in narrower isles where less people can fit simultaneously)
- If other TV screens are visible, there is a serious risk of the eye tracking software mistaking them for another person when a face is displayed on them, wasting one potential real viewer.
- Make sure your eye tracking software performs well in this kind of environment. It must reliably choose to direct the 3D image to actual people near the display and should try to avoid redirecting the image away from someone as that would cause them to no longer see the image and assume the display is poor.

Is there the possibility of increasing the number of simultaneous viewers to combat this? I noticed the patent indicated a 240Hz display could be used to support four viewers simultaneously, but I guess that might make the price even more prohibitive (also, is a 240Hz display a thing?).

Is there maybe an improvement you could make to your backlight technology to support more viewers simultaneously without needing a faster monitor? e.g. could you use multiple light bands to direct a single left eye frame to multiple viewers simultaneously then do the same for the right eye frame, rather than the way you currently do it where you alternate between eyes and viewers on each monitor refresh?

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#95
Posted 12/21/2014 03:25 AM   
  7 / 7    
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