No, but I noticed your post from a few months back regarding active stereo, and I’d be very interested in any method for doing it - I’m afraid that’s beyond my skills (much better at stereography than programming) Same with checkerboard, or interlaced.
So certainly if you or anyone else is working on any of this, I’d love to know about it, and would gladly incorporate additional display modes into the project.
By the way, the Side-by-Side Over-Under modes should work with the current version of 3D TVs - I’ve tested it with a Sony Bravia and it looks fantastic.
agree with you. So i had my vote for it.
I also tried my best but never get the perfect solution, and useless solutions are not good to be shared is what i think.
One more question to, you is does this script uses GPU power?, as i found some GL class in it.
You can find scripts for both line-interlaced and checkerboard stereo in the forum. However, these shaders had a bug which prevented them from producing any useful results. You can find the checkerboard script and a link to the line-interlacing script (the only difference between the two approaches is the line with “fmod” in the shader) in this thread, in addition to my answer that fixes the shader bug:
@rahuxx: There is still this thread from you, where you claim you already solved the generation of a 120Hz frame interleaved active shutter signal with Unity, but you never posted your solution, or explained how you did this. However, you asking in this thread whether anybody managed to do active stereo with Unity kinda contradicts that. So do you have a solution for it or not?
Concerning Side-by-Side rendering for passive stereo:
Note, besides DualHead2Go and ATI EyeFinity / nvidia Surround, there is a tweak which allows Unity to render fullscreen to a wide desktop, which you can then display using the “normal” Windows DualView/multiple Displays setup.
The trick is to create a custom resolution (with the nvidia control panel) that is 1 pixel less than your desired wide resolution. Once this resolution is defined, it is available to Unity’s resolution dialog. Start the app with that resolution (windowed, not fullscreen!), and the resulting window will fill the available space as good as possible (except for the window decorations/borders/title bar). With tools such as AutoHotKey you can get rid of these decorations, and have a fullscreen image. The disadvantage, however, is that the rendering canvas will be scaled, not resized, when hiding the window decorations, so your anti-aliasing will lose some quality (unless you have AA disabled, in which case you will gain some anti-aliasing).
For example, if you have 2 monitors with 720p each (=1280x720), create a custom resolution for 2559x719. Don’t actually use that resolution, keep your monitors at 1280x720.
Wolfram, thanks for the pointers to the interlaced checkerboard stuff. I’ve incorporated all of that into the project, cleaned it up fixed a bunch of other stuff so that all the settings can be changed via the GUI (anaglyph types, interlace resolutions, etc).
I should mention that I’m a novice at shaders, so I don’t know how correct or robust any of this is. And I haven’t tested it extensively, so if any problems crop up, let me know, especially if you have any insight into how to fix them. Also, there’s no documentation to speak of, but hopefully it’s all reasonably self-explanatory. Any questions, ask.
Anyway, I’d still love to see Unity add native support for stereo (with at least anaglyph for indie + iphone). We really need to be able to use active 120Hz systems - but now at least we’ve got a workaround for the other display modes.
[Minor update v027 - a few more keyboard shortcuts, alt-click on object to track]
yes i have it in the past but for very light weight project when it goes higher in mesh it is not so useful. That is why i started that thread to find how many peoples are interested in it and if any one is able to help me, if you can help me then i can share code with you. PM me, describe your experience in stereoscopy to help me learn more about you and your project on stereoscopy.
I’ve seen somewhere that somebody has already managed to fix and clean solution I’ve provided with interlaced stereoscopy. But if You are interested, I can post our solution which we have also fixed so it works on Windows and MacOS (and D3D too, or at least as far as I remember - it was a long time ago ;-)). It is for Unity 2.61, we haven’t migrated to 3.x yet (don’t have time right now). But it works.
We have also added the possibility to change camera’s projection matrix from symetrical to asymetrical. So it appears like one is watching through the window on the scene - you have bigger depth in the scene. But it is also very easy to change the focal length which enables objects to stick out of the screen (all objects that are positioned between camera’s near clipping plane and the focal length distance stick out of the screen, so one can change how much scene is in front of the screen and how much behind it).
This is freakin awesome, it beats the other ones by a long shot, the anti alising on the red and blue is perfect, seems like something from nvidias sterioscopic options
That’s EPIC, but the problem I have that for whatever reason the package doesn’t activate the sync signal of my graphics card so… how can I possibly do that? I need the 120Hz out of my graphics card when the apps starts.
Very cool,
A big question is how to make a GUI in Side-by-side stereo for exemple ? I have some problem :
The GUI is always shown on the full screen
→ I partially resolve this : attach two identical script with the gui on each cam and modify pos and scale with GUI.matrix. BUT if I create a button there is in fact two independent button
→ When viewed on a 3d screen the cursor can leave the screen or go from left to right side
phoberman, I beginer in C# and in Unity. Can you add possibility of a conclusion to two monitors (for the mirror stereomonitor)? (As it becomes in a 3D-image, 3D-video stereoviewer http://sview.ru/en/ )
sView is able to deduce a stereo in a window mode.
It is actually necessary to deduce side-by-side, but only on two windows, or on one window developed on all screen and with the double width.
I can resize window by SetResolution function, but can not remove titlebar.
Sorry for my bad English.