Right now I’m working on Stereoscopic in Unity, Any body here familiar on Horizontal / Vertical Interleave like 3D effect on 3DS Nintendo. I’m just curios if it’s impossible to Slanted that Horizontal / Vertical Interleave. For the EyeFly 3D i want to create a Game that to Support that Technology.
Maybe you are right at some part, i try to create a shader for slanting the interleave but the problem is did not match on the pixel mapping of the lens.
This approach looks a bit imprecise compared to common approaches where this layer is already embedded in the screen. Meaning that you would need to supply the end user with some extra settings to try and counter any imprecision in the positioning of this top layer.
Next I’m not sure how this is slanted. For what I can see, it’s a pure horizontal/vertical interleave if the top layer is placed correctly.
Normally you would render the two eyepos scenes to half sized textures. Then you would just alternate rows or columns for these two half textures to build a full texture. This does however assume a perfect match between the pixel lines and the top layer, which in this case might be a bit too good to be true.
In a more generic approach, you could just render both eyes to a full texture and then blend them using a line pattern mapped on the screen. This could help with variations in position and rotation of the top layer, but it will probably introduce moire patterns very quickly when rotating.
Yes, they use vertical and horizontal interleave on the iphone4s and other late version of iphone, but on their latest update they used slanted interleave for the iphone 5 and other new updates of the phone` to solve problem about orientation of the phone to see 3D effect once you rotate the device. "To moire patterns this is possible to rotate in Shader ? "