When "stereo" has been selected as the display device then
all graphics windows will show stereo images which will give the illusion
of 3D depth.
(This will only be available if the hardware supports stereo viewing
and a stereo device has been selected for display, that is
command-line
argument "-d=stereo" which
implies stereo OpenGL)
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The illusion of 3D depth is performed by showing slightly different images
to left and right eyes.
The hardware makes available "left" and "right" buffers,
and swaps between them alternately - usually at 120 frames per second (120Hz).
Stereo glasses, synchronised with the display, shutter each eye in turn
so that it only sees "its" image 60 times per second.
The 60Hz per eye refresh rate is faster than the eye can perceive, therefore
the brain is fooled into thinking that it is seeing a single image viewed
from two slightly different eye positions, and assembles this into the
illusion of depth.
In order for this illusion to work the angular separation of the left
and right images must approximate the "squint" angle that would
actually occur when a viewer at a typical distance of about 600mm from
a display looks at an object "behind" the plane of the display,
ie somewhere "inside" the display.
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Since eyes are typically about 80mm apart this means that each eye needs
to "squint" inwards by an angle of approximately 2 degrees in
order to give the correct apparent location of the object, and the left/right
image projections are adjusted to give this angle.
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In practice users will not always be the expected distance from the screen,
screen sizes vary, and indeed perception of depth varies from individual
to individual. In other words there is no "perfect" setting
that will please everybody all the time. In addition people with somewhat
wonky vision (like the author!) may find too much stereo separation to
be hard to view and - at worst - headache inducing.
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Therefore D3PLOT has two modes for controlling stereo depth.
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Automatic (default)
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Sets a depth that is about 50% of the maximum stereo separation,
ie depth effect, that an average user can tolerate.
This is adjusted with image scale so that the depth effect remains
constant regardless of scale.
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Fixed angle
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Allows you to set an explicit angular separation between the eyes,
which remains fixed regardless of the image scale and perspective
distance. This may be useful when using a stereo projector in a
large room where the default geometry is far removed from that actually
experienced by users.
This will start at 2 degrees, and a value between 1 and 5 degrees
is likely to be optimal.
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In both cases you can both increase and decrease stereo separation by
using
More sep <<==>>
and
Less sep >>==<<,
which will adjust either mode by 5%
per click.
Reset all to default
will restore the
default setting.
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Achieving a satisfactory result is likely to be obtained by:
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Start with the default separation
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Try using the
Nearer
and
Away buttons first to
achieve the desired perspective effect
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If necessary apply more or less separation to adjust the effect.
... and ...
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If it all goes a bit pear-shaped (literally) use
Norm
(37 deg) to reset perspective and
Reset
all to default
to reset stereo separation.
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WARNING: Too much stereo separation can cause eye strain and/or
headaches, so please don't overdo it!
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You usually only need to do this once, but getting it all to work that
first time can be a challenge. This is only a brief description, if you
need more help please contact Oasys Ltd Support with details of your equipment.
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The monitor or display device must be able to refresh at 120Hz.
This is twice the normal 60Hz refresh rate of a standard LCD display,
and typical monitors will not support this. Monitors that do are often
described as being "3D capable", but the key metric is that
120Hz refresh rate. Sometimes such monitors are sold as having a "1ms
response time", and most will actually refresh at up to 144Hz.
The reason for this is that stereo requires separate "left eye"
and "right eye" images to be drawn in quick succession, requiring
twice as many redraws as a normal mono image. If the result is not to
flicker this must be done at twice the normal 60Hz rate.
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The cable between graphics card and monitor must support this refresh
rate.
Direct "Display Port" or HDMI cables will usually support
this, but simple passive adapters between these formats generally will
not.
If using DVI-D the cable must be a "dual link" cable with
all pins present. It will be marked as such on the plugs.
Old-fashioned VGA cables almost certainly will not support it.
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You need some sort of 3D display hardware.
This might be 3D glasses with an Infra Red (IR) or radio frequency emitter
to sychronise with the graphics card, or some other hardware.
In addition your graphics card must support stero rendering. Most modern
cards will, but for some "engineering" cards such as NVidia's
Quadro range it may be necessary to buy an additional adapter into which
to plug the stereo hardware.
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The graphics driver software must support stereo viewing.
This should not be a problem for any driver installed since about 2012,
but it is worth checking that it does and whether any additional downloads
are required.
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The stereo display must be the primary display on the computer.
If you have multiple monitors and only one supports 120Hz refresh rates
it must be the primary display.
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The stereo display must be configured to refresh at 120Hz or faster.
Normally even a "3D capable" display will be configured by
default to run at 60Hz, and you will need to configure it manually to
run at the faster rate.
On Windows 10 it is also necessary to designate the display as being
in "3D display mode".
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It may be necessary to run a stereo setup "wizard" in the
graphics driver configuration.
This may perform first-time initialisations of hardware and software
drivers.
In the case of NVidia drivers it is also necessary to enable stereo
in their "3D settings" list.
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You probably won't observe this, especially if the lighting in your environment
is modern, high quality or natural. But if you experience an annoying
"slow flicker" effect in your peripheral vision when using 3d
glasses this section may help.
Stereo glasses alternate between left and right eyes at 120 frames per
second, hence the requirement for a monitor running at a refresh rate
of 120Hz, which means that each eye is "shuttered" at a rate
of 60 frames per second (60Hz). Some forms of lighting, especially fluorescent
tubes, can flicker a bit at the frequency of the electricity supply which
tends to be 60Hz in the USA, but 50Hz in Europe and much of the rest of
the world. Therefore when using stereo glasses it is possible for the
"shutter" effect of the glasses to heterodyne with the "flicker"
effect of the ambient lighting, giving a "slow flicker" effect
in peripheral vision at the difference between these two frequencies.
In the USA where glasses and mains electricity supply are running at
more or less the same frequency the effect is not likely to be noticeable,
but when the difference is around 10Hz as in Europe and elsewhere the
effect can be quite noticeable - and rather annoying. There are various
things you can do to mitigate this:
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The cause is the ambient lighting in your environment, so if you can
change this the problem will go away. The simplest solution is to turn
it off, but replacing worn-out fluorescent tubes or moving to LED lighting
may well solve the problem. Alternatively relocating the stereo hardware
closer to a window, where natural light predominates (the sun doesn't
flicker!) may help.
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If that is not possible then, depending on your hardware, you may
not be forced to use exactly 120Hz as your screen refresh rate. Most
3d-capable monitors will support frequencies up to 144Hz, so if your
graphics card will drive them at that frequency and - crucially - your
3d hardware will synchronise at different speeds, it is worth trying
different values. Remember that the slow flicker is more or less at
the
difference
between lighting and glasses frequencies,
so changing that difference may move it to a regime to which the human
eye is less sensitive.
Of the two solutions fixing the ambient lighting is much the best - possibly
a "Health and Safety" issue?
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