NVIDIA 3D Vision Automatic


This Best Practices Guide is intended to help developers deliver the best possible stereoscopic 3D experience to their users. It contains an overview of how the NVIDIA® 3D Vision® Automatic technology fits into existing technology stacks, common problems that arise when using 3D Vision Automatic, and how to easily work around those issues.

While this document can be read serially, most technology stacks will not encounter all of the problems described herein. Instead, it is suggested that developers first read Background Information to enable a common vocabulary then skip to the section that describes the specific problem or problems that have been encountered.

Who should read this guide?

This guide is intended for programmers who have a basic familiarity with 3D rendering technology. You most likely already have an existing technology stack including a rendering engine, and are interested in pairing your stack with 3D Vision to provide a richer experience for your users.

Conventions

As this guide is aimed primarily at game developers, Direct3D conventions are used throughout. To be specific, we use:

To apply the contents of this document to OpenGL and OpenGL ES, one would need to flip the appropriate handedness, particularly of matrix operations and expected results from computations involving depth.

At this time, 3D Vision Automatic is not available for OpenGL on the desktop. 3D Vision Automatic is available for OpenGL ES applications running under Android 3.2 (or later) on a device with a Tegra 3 (or later) processor.

 

 


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