Photo-Realistic Interactive Photo-Realistic Interactive Stereoscopic 3D
The stereo problem poses the biggest challenge since stereo perception varies from personto person. Correct use of depth cues without conflict is important. Monoscopic renderingmethods are extended using modern graphics library (OpenGL) and correspondingOpenGLshading language(GLSL) programs that run directly on a GPU to get the best stereo results.
A viewpoint change shouldresult in a redraw of newly rendered scene at a minimum rate of 15 frames per second(fps). This is a lower bound on real-time frame rates. Higher frame rates are desirable andachievable by use of the modern hardware. The user should not observe any flicker ordiscontinuous motion since such visual artifacts would have detrimental effect on stereoviewing. At least 120 fps are desired for flicker free stereo viewing in an interactive gaming environment.
Graphics acceleration hardware is used to meet real-time requirements.Current hardware offers a programmable graphics pipeline that runs on a GPU usingmultiple independent parallel execution threads, i.e. a single instruction runs on multipleindependent threads at the same time in lockstep. This type of parallel architecture, referredto asSingle Instruction Multiple Threads(SIMT), is well suited for solving many graphicsproblems in real-time.
Photorealism is the process of image generation by simulating the physical interaction oflight in an environment and how light from the source is reflected and scattered throughthe environment. It is also to determine how local and global illumination models makeprecipitation rendering realistic. The challenge is to implement photorealistic output in real-time with stereoscopic rendering, which is one of the major goals of this study.