Stereoscopic game engine


















This system use two cameras as one camera, trying to give the impression of depth and use the disparity of the objects between the cameras to compute the distance with high accuracy.

Stereopsis appears to be a compelling depth cue except when in conflict with motion or occlusion. It has certain advantages: Surface properties such as luster, scintillation, and sheen are difference in luminance and color between the left and right retinal images, and cannot be seen in single image. Open the app and click on the menu icon the book — top left and then Open Stereo image. This will take you to your camera roll from where you can choose two separate single images or one single image file consisting of a left and right view.

This is the phenomenon called stereoscopy. There are two basic types of stereoscopes for stereoscopic viewing of photographs, namely, the lens stereoscope and the mirror stereoscope.

Each has advantages and disadvantages. A stereoscopic video game also S-3D video game is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. If you know the base you can calculate the distance.

Will your full-featured release have non-3d mods, just for resolution overrides? Surpassing the native resolution s of the original game has been a dream for many here. Unfortunately, only the Russian version has x, and nothing higher. My MoE decompilation project only gave me some dialogue scripts and minor code, not enough to internally modify resolution options.

Code: [Select]. Thanks for the instructions! I'll be ordering a new graphics card this Saturday, so I'll wait until that arrives to try the game on a respectable card. As far as the details of the Russian version are concerned, all I've seen is a screenshot somebody linked in one of the MoE threads on this forum.

Due to its format, MoE has been the source of many arguments and threads here, so the screenshot will be difficult to chase down.

This is truly awesome; I may just have to give this a shot sometime, though I may wait for a final release. When it comes to betas, I generally only like to test out things like Web Browsers. Otherwise I try to stick to final or near-final releases. Still, this is intriguing and something I will be keeping a close eye on!

Keywords: Multi-user cylindrical display; polygonal mesh; stereoscopic user interface; virtual reality. Abstract Molecular graphics systems are visualization tools which, upon integration into a 3D immersive environment, provide a unique virtual reality experience for research and teaching of biomolecular structure, function and interactions.

Protein secondary structure information is available for the base structure and for every frame of the molecular model trajectory. Given the trajectory frame count can be very large, the secondary structure information is not extracted by a parser but instead processed on demand.

When retrieving secondary structure information, the model generates a temporary custom PDB file based on the data stored in the molecular model classes, passes it to the executable, and then parses the results back into a molecular model class for use by the visualization routines.

The controller for the application is a central script attached to a scene manager GameObject in Unity. It loads the molecular model from the model DLL, passes the molecular model to the visualization routines to display on the screen and accepts inputs from the in-scene user interface to manipulate the on-screen view of the molecular model.

The user interface UI has been designed to work both on a flat screen monitor and in stereo on a large screen cylindrical display. It works similarly to a standard overlaid 2D menu system and uses standard Unity UI components and a mouse pointer to select parts of the UI Figure 1. Stereo applications do not directly support screen space UIs or Windows mouse pointers. Consequently, the interface is instead mapped to a 3D plane in world space and a virtual mouse pointer is positioned in 3D space just above the plane that the UI is mapped to Figure 2.

The virtual pointer responds to mouse movement but is locked to the surface and bounds of the UI plane. Left click events from the pointer interact with the UI by ray casting from the scene camera through the pointer to the UI plane and triggering a Unity UI event for the underlying UI component. When the UI plane is orthogonal to the forward camera projection on a 2D monitor, the UI appears to function identical to a standard screen space user interface.

In stereo, the UI appears to float in front of the user in the 3D space but still retains the same usability and expected function, creating a unified control scheme between both the 2D and stereo formats of the application. A short movie illustrating this use of the user interface on various molecular systems can be found online [ 12 ].

Also, the existing molecular visualization applications that provide stereo support generally provide a limited stereoscopic interface, requiring dropping out of stereo and at times restarts of the application to load and manipulate the view in stereo.

This solution provides full input file loading and model manipulation while viewing in stereo, making the solution much simpler to use. This was particularly important when viewing the molecular models on a large screen in a poorly lit room. The application supports visualization of the primary and secondary structure of the molecular model as objects in 3D space.

A 3D object is most commonly visualized with a polygon mesh overlaid with one or more textures. In Unity this is performed by adding a mesh and material to a GameObject and then positioning the GameObject in 3D space. The primary structure of the molecular model consists of simple spherical atoms and cylindrical bonds connecting the atoms and can be represented by simple spherical and cylindrical meshes overlaid by textures coloring the atoms to match their element types.

Various combinations and sizing of these atom and bond meshes in the application allow the display of three commonly-used, primary structure representations: CPK, space-filling VDW and bond only Figure 3. Primary representations using simple meshes: bond top left , CPK top right and space-filling bottom left. Bottom right image shows procedural mesh of protein chain overlaid on a bond representation.

In the first iteration of the application, the molecular model atoms and bonds were represented with a single GameObject for each, with the intention to manipulate the individual atom and bond positioning to animate the molecular model. Unfortunately, Unity performance is significantly degraded once the number of GameObjects was increased to the tens of thousands, making this approach infeasible since the molecular models can have atom counts in the hundreds of thousands.

Fortunately, during the development of this project, Unity implemented GPU instancing, which provides significant performance improvements when rendering multiple copies of the same mesh at once. Unfortunately, the performance was still not adequate.

The final solution instead merges all the individual simple atom and bond meshes into a small number of complex meshes using custom-built mesh merge routines. For each element type in the model, the atom meshes for that element are combined into a single mesh and the texture associated with that element type applied to the mesh.

With this method, the number of meshes, and associated GameObjects is reduced a thousand-fold and the performance of the application, as measured by frame rate, is improved on average by approximately ten times.

The only downside to this solution is that individual atoms and bonds in the molecular model view cannot be moved independently without recreating the whole mesh. As such the animation for the model trajectory cannot easily be interpolated and currently lacks smooth transitions.

The protein secondary structure of the molecular model is defined by a mapping of secondary structure type along the backbone of the protein chain, with the type being defined for each amino acid in the chain sequence. As such, the secondary structure can be visualized as a single long tubular structure than deforms into different shapes representing the structure types.

In the application, this was achieved by scripting a custom tube mesh routine that generates a tube of arbitrary size and deforms into a flat ribbon as needed to represent the alpha helices and beta sheets within the secondary structure representation Figure 4. We tested the capability of this tool with four systems of varied complexity: 1 the conformational dynamics of an intrinsically disordered small protein characterized through a molecular dynamics simulation Figure 5.

Biomolecular systems used to test the capability of the application: 1 the conformational dynamics of an intrinsically disordered protein; 2 the interactions of a model cell membrane with an aqueous solution of small molecules; 3 the structure of a high-density lipoprotein particle; and 4 the spontaneous aggregation of nanoscale lipid droplets. Not all of these test cases may necessarily warrant the use of a large, cylindrical projection display. However each one was chosen to develop specific capabilities.

Most of these test cases are illustrated in a short online movie [ 12 ]. System 1 was used to test the dynamic animation of changes in secondary structure of a protein while progressing through a molecular dynamics simulation trajectory.

This system demonstrates the capability of the application to retrieve the secondary structure information from Stride and reconstruct the secondary structure mesh dozens of times per second.



0コメント

  • 1000 / 1000