slide 1: Only a handfull of papers have been written on 3D displays and gaming. Even papers about 3D displays often fail to mention games as possible application. Systems to be expected: Playstatin 3(D), Nintendo 3DS slide 2: The two questions that should be answered in this study. slide 4: Meaningfull in gameplay: think of an adventure, where the player literally has to look around in a room to find hidden objects, or a fist-person actiongame (e.g. a shooter or stealth game) where the player can look around corners to find out if there are dangers there. slide 5: Motion parallax via user-tracking has been examined in a couple of papers. The playstation move should be able to do just that, and there exists at least one game for the Nintendo DSI which uses user-tracking. slide 6: A similar technique is used in glass-based 3D systems. There, an optical filter (e.g. wavelength or color-filtering, time-multiplex (shutter glasses), polarization filter (as used in the cinemas nowadays)) inside the glasses is used. slide 7: The same technique is used in the Nintendo 3DS. slide 8: There are several papers published on using user-tracking to briden the viewing area of an autostereoscopic display. Interestingly enough, only very seldom is motion parallax used at the same time. slide 9 + 10: It is important to understand these effects to make sence of the study, since they partly explain the reduction in quality when using the autostereoscopic sheet. slide 11: See for example. slide 13: Calibration is very important to minimize the artifacts. slide 3: Only few papers have been written on 3D displays and gaming. Even papers about 3D displays often fail to mention games as possible application. However, 3D displays could be easily introduced to many games since they already include an exhaustive 3D description of the game world. On the other hand, only a handful of 3D movies are available. Systems to be expected: PlayStation 3(D), Nintendo 3DS slide 4: The two questions that should be answered in this study. slide 6: Meaningful in gameplay: think of an adventure, where the player literally has to look around in a room to find hidden objects, or a fist-person actiongame (e.g. a shooter or stealth game) where the player can look around corners to find out if there are dangers there. slide 7: Motion parallax via user-tracking has been examined in a couple of papers. The PlayStation move should be able to do just that, and there exists at least one game for the Nintendo DSI which uses user-tracking. See also: http://www.nintendo.co.jp/ds/dsiware/krgj/index.html slide 8: A similar technique is used in glass-based 3D systems. There, an optical filter (e.g. wavelength or color-filtering, time-multiplex (shutter glasses), polarization filter (as used in the cinemas nowadays)) inside the glasses is used to send different images to each eye. Note that stereoscopy is no new idea, in fact, it even outdates photography. slide 9: That is basically the same technique that is used in the Nintendo 3DS. slide 10: There are several papers published on using user-tracking to broaden the viewing area of an autostereoscopic display. Interestingly enough, only very seldom is motion parallax introduced at the same time. slide 11+ 12: It is important to understand these effects to make sense of the study, since they at least partly explain the reduction in quality when using the autostereoscopic sheet. slide 13: For a complete list: Lydia M.J. Meesters, Wijnand A. Ijsselsteijn, Pieter J.H. Seuntiëns, A Survey of Perceptual Evaluations and Requirements of Three-Dimensional TV, 2004 slide 15: Calibration is very important to minimize the artifacts. slide 16 + 17: Slide 14 shows a picture where the autostereoscopic mask (the mask filtering the pixels according to if they belong to the left or the right eye) is good aligned to the image, slide 15 if it is bad aligned. Note that these distortions are introduced by the irregularity of the mask and could be resolved by an anti-alias shader. However, the used phone only supported OpenGL ES 1.2, thus having a fixed pipeline with no shader support. Subpixel-resolution means the division of the pixels in its color components. For each pixel different light diodes exists which correspond to the different colors red, green and blue. Since these light diodes are located on slightly different location it can happen that e.g. the red diode should belong to one view, but the blue diode to the other. Not being able to separate the lightdiodes lead therefore to artifacts. Again, this could have been resolved if shaders where available on the phone used. slide 18: Note that this study can not show more than tendencies, due to the limited number of participants. slide 19: Higher numbers are better. In the crosstalk optimized map,contested pixels (i.e. where one light diode should belong to one view and the other two to the other view) have been removed. Note that this however introduces further artifacts, which might have resolved if anti-alias would have been available. slide 20: Note that the motion parallax effect increases the 3D effect as much as the autostereoscopic sheet. The latter one might however scored better if it weren't for the artifacts. slide 21: Note the all who are actually playing games on their phone would play them in 3D if available. The interest in 3D movies etc. is however comparable low. There seem furthermore to exist a high interest in location based services in 3D. slide 22: The answers show of course only tendencies due to the limited scope of this study. slide 23: Possible improvements on the used system. Programmable graphics hardware means GPUs that support OpenGL ES 2.0 and thus shaders. For more information on 3D displays, please see the material on my 3D seminar last year.