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Question by Peaj · Jun 09, 2016 at 02:54 PM · projectionmultiple-monitorsstereoscopicstereoscopy

How to use stereoscopic rendering for CAVE systems

I want to render a Unity scene in a CAVE.

In theory Unity should have everything needed now:

  • Multi screen rendering

  • Stereoscopic rendering

  • Off axis projection

The problem is stereoscopy is only a flag in the settings and thus kind of a black box. I guess it wont work as expected if I use an off axis projection matrix for the camera. Is there anyway to get more control over the stereoscopy effect or maybe create 2 cameras myself and use them for each eye?

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avatar image mikewarren · Jun 09, 2016 at 05:32 PM 2
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What kind of control are you looking for?

The way we do it is to build with stereoscopic support and use the Camera SetStereoView$$anonymous$$atrices and SetStereoProjection$$anonymous$$atrices to setup the asymmetric view frustums each frame. That used to be enough but now you also have to run with -vrmode stereo on the command line.

Note: we're using the OpenGL API. I've never tested on DX.

avatar image Peaj · Jun 09, 2016 at 07:14 PM 0
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It seems like this is exactly the control I was looking for. I really didnt know those methods exist. Thx for pointing it out. I'll try it as soon as possible.

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