[eq-dev] Question regarding stereo rendering
Stefan Eilemann
eilemann at gmail.com
Fri May 22 10:50:28 CEST 2009
On 22. May 2009, at 5:08, Won J Jeon wrote:
> I understand that stereo configure renders two times with different
> rojection/view matrices.
>
> Actually, my question was how to compute different projection/view
> matrices for left and right eyes.
>
> OpenGL routine by a user has only one project/view matrix for a
> single view, and sometimes the project/view matrices are
>
> mixed with model transform matrices - which means that we cannot
> correctly infer viewing parameters. Even worse if we use
>
> shaders.
>
> So what is equalizer's technique to correctly infer viewing
> parameters?
>
The parameters are computed from:
- The frustum (wall, projection) description in the config file
- The observer parameters (eye separation, head matrix) given by the
application
- The current eye pass
The basic algorithm is:
- Compute eye positions in world space
- For each frustum
o transform eye position to wall space
o compute frustum corners from eye pos and wall size
o compute head transform from frustum matrix and eye position
> Or do users have to provide viewing parameters explicitly
>
> using some sort of API?
>
Normal applications do not need to provide anything, immersive
applications have to provide the head matrix (see above).
HTH,
Stefan.
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