3D Depth Map Based Stereoscopic Shader

  • x8009
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8 years 10 months ago #661 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

crosire wrote:

x8009 wrote: Is Reshade 2.0 has less bugs than 3.0.5 ? if some games doesn't work correctly or doesn't work at all with 3.0.5 would Reshade 2.0 be better ? might even better performance ? I never used Reshade 2.0 , but you might know . is it worth to try ?

ReShade 2.0 is slower, sometimes significantly so. It does work in some cases where 3.0 does not though. Still, worse choice.

Thank You for the answers !

Would you have the chance to fix those bugs I said about ? they are quite game breaker and impossible to play with any reshade version at the moment.

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  • BlueSkyKnight
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8 years 10 months ago - 8 years 10 months ago #662 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
So Experimentation is fun some times. Even if you fail

Here is a explanation of one of my failures.

So you see I was looking at some 3Dimensional Gifs looking to do the same affect like this one.
gfycat.com/FrayedCoolElephantseal

This is what I did.


I realized the problem Is that it only really works with Objects that protrude in to your Cam..... So I made it where You can Adjust the Depth of the Lines. There are 6 Lines total. I will work a little more on this shader and I will release it tomorrow. To me it feels like a novelty.

I also Did a Wobble Based 3D one. The only reason I don't Release that one is because it's nearly seizure inducing.
Last edit: 8 years 10 months ago by BlueSkyKnight.
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  • Aelius Maximus
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8 years 10 months ago - 8 years 10 months ago #663 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader
Is this similar to the 2Dto3D converter that you tried earlier this year? Also does only the middle frame stand out in terms of 3D?
Last edit: 8 years 10 months ago by Aelius Maximus.

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  • BlueSkyKnight
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8 years 10 months ago - 8 years 10 months ago #664 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote: Is this similar to the 2Dto3D converter that you tried earlier this year? Also does only the middle frame stand out in terms of 3D?


No, this was just a idea I had. It still uses the Depth Map provided. Split Depth Is used in some Gifs to give the Illusion of 3D.

Article talking about this affect.
www.techtimes.com/articles/27890/2015012...ng-over-internet.htm

I wanted to do this effect in real time with games. So I made a shader that can do it. It comes with 3 Textures that you can change with Photoshop. Also give you control of the depth of the lines in game.

I didn't photo shop that image That is from in game. Them lines will sit and even go between or in to objects. I think it works better in 3rd person games to be honest.

Also Motion is a other important thing for this effect.
Last edit: 8 years 10 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 10 months ago - 8 years 9 months ago #665 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Small update v1.9.2

Depth maps Profile Added.

DarkSiders Warmastred Edition
Everybody's Gone to the Rapture
Resident Evil 7
The Void
New Depth maps Added.
Requiem: Avenging Angel
Turok: Dinosaur Hunter

New weapon Depth Map added.
Turok: Dinosaur Hunter
Weapon Depth map is necessary for this game.


ABZU Was added to the compatibility list. DM 21
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • x8009
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8 years 9 months ago #666 by x8009 Replied by x8009 on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: Small update v1.9.2

Depth maps Profile Added.

DarkSiders Warmastred Edition
Everybody's Gone to the Rapture
Resident Evil 7
The Void


New Depth maps Added.
Requiem: Avenging Angel
Turok: Dinosaur Hunter

New weapon Depth Map added.
Turok: Dinosaur Hunter
Weapon Depth map is necessary for this game.


ABZU Was added to the compatibility list. DM 21


Thanks mate !

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #667 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
I can't for the life of me get the 2D To 3D converter working well.

But, I did fine a way works like 25% of the time. >.>
Basicly I did what was said here.
www.scribd.com/document/324759940/Swift-...y-Reduction-Approach

Any ways from what I have noticed. There is a strange Bug, in this shader where if anything moves it makes a out line around the thing/person that is moving. Like frame lag....

I need a way to auto Adjust HSV based on luminance. But, I got to tired to figure out how. This would be simple. If the Game/Movie is Dark HSV should Adjust to 1 or higer if it's a Bright area in said movie or game it should lower it self to 0.25 or lower. It should auto adjust between the two values.

Instead I made it where it can be adjusted by hand. From 1-5. I think this is the last I am going to work on the converter. I Hope some one Better than me can pick this up.

It's better then my 2D to 3D converter that is build in to my Samsung Screen. But, still a step bellow LG's 2D to 3D converter.
Last edit: 8 years 9 months ago by BlueSkyKnight.
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  • Sh1nRa358
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8 years 9 months ago #668 by Sh1nRa358 Replied by Sh1nRa358 on topic 3D Depth Map Based Stereoscopic Shader
Just ordered an emitter and 3dvision glasses for my current rig (because emitter wasn't built inside this one and internal emitters aren't compatible with 980ms). Waiting for them to arive. How would I go about making this work for the virtualboy core in retroarch?

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #669 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Sh1nRa358 wrote: Just ordered an emitter and 3dvision glasses for my current rig (because emitter wasn't built inside this one and internal emitters aren't compatible with 980ms). Waiting for them to arive. How would I go about making this work for the virtualboy core in retroarch?


I have to ask What is your monitor. If your monitor supports SBS or T&B you should be able to use this for 3D.

But, if it's only 3Dvision then this would not work.

As for VirtualBoy Core in retroarch. You can use the built in anaglyph 3d mode for this emulator.

Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • Sh1nRa358
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8 years 9 months ago - 8 years 9 months ago #670 by Sh1nRa358 Replied by Sh1nRa358 on topic 3D Depth Map Based Stereoscopic Shader
my monitor is 120hz. It's a clevo laptop so it supports 3dvision and the emitter I'm getting is 3Dvision's. Doesn't vbjin support 3dvision? I thought it was based on the retroarch core?
Last edit: 8 years 9 months ago by Sh1nRa358.

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #671 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Sh1nRa358 wrote: my monitor is 120hz. It's a clevo laptop so it supports 3dvision and the emitter I'm getting is 3Dvision's. Doesn't vbjin support 3dvision? I thought it was based on the retroarch core?


I don't think it's directly supported. Maybe there is a work around. But, I don't know of one.

I had a Idea that may work here. I think I can do some sort De-Anaglyph if the out put only really Black and white. I will Try this tomorrow.
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #672 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
So I got it working in a Basic form of DeAnaglyph.

For Black and White Images as you can see here.


Now What About Color images?...... I have a Idea for that But, I think there will be a lot of information loss. Since as I understand it Anaglyph is lossy. So adding that Lost Color information would be hard.

Any one know of a game that has a Built in Anaglyph mode? I can't think of any. I am going to test Nividia 3D vision discover.
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • Marty McFly
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8 years 9 months ago - 8 years 9 months ago #673 by Marty McFly Replied by Marty McFly on topic 3D Depth Map Based Stereoscopic Shader
Minecraft has, if I'm not mistaken. I'm not sure if you can access the depth buffer correctly though. From my old tests, depth buffer only worked (R8 precision, hence useless) when using the shadermod plugin but no shaders enabled.
Last edit: 8 years 9 months ago by Marty McFly.
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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #674 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
If the game has a built in Anaglyph color out put then the depth buffer not neeeded. Since The Depth information for the Anaglyph image itself. It's in the red and cyan color channel.

I will Try minecraft. I don't know if i can remember my password and username for that.

Thank you. Marty McFly


*Update* Reshade In-game menu refuses to work in minecraft.
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #675 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader
Some success So I loaded Nividia 3D Discover on Alien Isolation and then started obs to capture. On OBS I then loaded Reshade on OBS so I can do some testing.

I will try this with minecraft for testing tomorrow.

So here is the 3D output from The game.


Here is the De-Anaglyph image. With Depth preserved.


I know the contrass and Brightness values are off. Also there is some red blue color bleed. From the color map.
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • Aelius Maximus
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8 years 9 months ago #676 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote: I can't for the life of me get the 2D To 3D converter working well.

But, I did fine a way works like 25% of the time. >.>
Basicly I did what was said here.
www.scribd.com/document/324759940/Swift-...y-Reduction-Approach

Any ways from what I have noticed. There is a strange Bug, in this shader where if anything moves it makes a out line around the thing/person that is moving. Like frame lag....

I need a way to auto Adjust HSV based on luminance. But, I got to tired to figure out how. This would be simple. If the Game/Movie is Dark HSV should Adjust to 1 or higer if it's a Bright area in said movie or game it should lower it self to 0.25 or lower. It should auto adjust between the two values.

Instead I made it where it can be adjusted by hand. From 1-5. I think this is the last I am going to work on the converter. I Hope some one Better than me can pick this up.

It's better then my 2D to 3D converter that is build in to my Samsung Screen. But, still a step bellow LG's 2D to 3D converter.


It's good to see you giving this another try

I've tested it on my regular testbed (Fallout 4) i noticed the judder straight away, though here it appears near the center of the image and not quite around moving objects that i could tell, even in HMD it didn't bother me too much, i loaded a game in a well lit daytime environment, and set everything accordingly

50 depth
-100 perspective
0.750 Fake adjust
HSVSwitch 1
SBS mode
Eyeswap off

I played with the HSV switch (1-5)and fake adjust but was unable to view any kind of 3d image, more of a tunnel effect was observable.not sure if im doing something wrong, but i tried to set HSV to 0.25 manually but it is not possible to set it to anything other than the 1-5 preset, how to override this?

I have to say that i could notice some 3d with your old 2dto3dconverter, but so far i can't observe any with this update.

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  • BlueSkyKnight
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8 years 9 months ago - 8 years 9 months ago #677 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote: It's good to see you giving this another try

I've tested it on my regular testbed (Fallout 4) i noticed the judder straight away, though here it appears near the center of the image and not quite around moving objects that i could tell, even in HMD it didn't bother me too much, i loaded a game in a well lit daytime environment, and set everything accordingly

50 depth
-100 perspective
0.750 Fake adjust
HSVSwitch 1
SBS mode
Eyeswap off

I played with the HSV switch (1-5)and fake adjust but was unable to view any kind of 3d image, more of a tunnel effect was observable.not sure if im doing something wrong, but i tried to set HSV to 0.25 manually but it is not possible to set it to anything other than the 1-5 preset, how to override this?

I have to say that i could notice some 3d with your old 2dto3dconverter, but so far i can't observe any with this update.


2D to 3D conversion not easy.

As for the new converter based on that research paper. It has it's own problems mainly accounting for Day Night views. The 3D is there but not as strong. With many less errors. But, the problem is when the action in motion.

The problem with the old converter there where way to many depth Errors and inversions This is a big no no when it comes to 3D.

But, like I said I am still learning and the new work I am doing is teaching me a lot of stuff.

Also on a side note try to limit the fake depth buffer as much as possible.
Last edit: 8 years 9 months ago by BlueSkyKnight.

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  • Aelius Maximus
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8 years 9 months ago - 8 years 9 months ago #678 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Aelius Maximus wrote: It's good to see you giving this another try

I've tested it on my regular testbed (Fallout 4) i noticed the judder straight away, though here it appears near the center of the image and not quite around moving objects that i could tell, even in HMD it didn't bother me too much, i loaded a game in a well lit daytime environment, and set everything accordingly

50 depth
-100 perspective
0.750 Fake adjust
HSVSwitch 1
SBS mode
Eyeswap off

I played with the HSV switch (1-5)and fake adjust but was unable to view any kind of 3d image, more of a tunnel effect was observable.not sure if im doing something wrong, but i tried to set HSV to 0.25 manually but it is not possible to set it to anything other than the 1-5 preset, how to override this?

I have to say that i could notice some 3d with your old 2dto3dconverter, but so far i can't observe any with this update.


2D to 3D conversion not easy.

As for the new converter based on that research paper. It has it's own problems mainly accounting for Day Night views. The 3D is there but not as strong. With many less errors. But, the problem is when the action in motion.

The problem with the old converter there where way to many depth Errors and inversions This is a big no no when it comes to 3D.

But, like I said I am still learning and the new work I am doing is teaching me a lot of stuff.

Also on a side note try to limit the fake depth buffer as much as possible.


Thankyou for quick response. You recommend HSV switch to be set to 0.25 or lower for bright scenes? But how do i do this when the presets are 1-5? I Tried using 1-5 in a dark scene in Fallout 4, but still only a slight tunnel effect. I'm still thinking i am doing something wrong, lol, but then again i have configured everything accordingly
Last edit: 8 years 9 months ago by Aelius Maximus.

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  • BlueSkyKnight
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8 years 9 months ago #679 by BlueSkyKnight Replied by BlueSkyKnight on topic 3D Depth Map Based Stereoscopic Shader

Aelius Maximus wrote:
Thankyou for quick response. You recommend HSV switch to be set to 0.25 or lower for bright scenes? But how do i do this when the presets are 1-5? I Tried using 1-5 in a dark scene in Fallout 4, but still only a slight tunnel effect. I'm still thinking i am doing something wrong, lol, but then again i have configured everything accordingly


Oh

here look at this
    if(HSVSwitch == 0)
    {
    S = HCV.y / (HCV.z + 0.25);
    }
    else if(HSVSwitch == 1)
    {
    S = HCV.y / (HCV.z + 0.50);
    }
    else if(HSVSwitch == 2)
    {
    S = HCV.y / (HCV.z + 0.75);
    }
    else if(HSVSwitch == 3)
    {
    S = HCV.y / (HCV.z + 1.0);
    }
    else
    {
    S = HCV.y / (HCV.z + 100);
    }
]
0.25 is 1
0.50 is 2
and so on.....

This is a problem with the shader Also >.> as 2D to 3D conversion. My next 2D to 3D converter will be based on Optical Flow. But, Like I said it's not easy.

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  • Aelius Maximus
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8 years 9 months ago #680 by Aelius Maximus Replied by Aelius Maximus on topic 3D Depth Map Based Stereoscopic Shader

BlueSkyKnight wrote:

Aelius Maximus wrote:
Thankyou for quick response. You recommend HSV switch to be set to 0.25 or lower for bright scenes? But how do i do this when the presets are 1-5? I Tried using 1-5 in a dark scene in Fallout 4, but still only a slight tunnel effect. I'm still thinking i am doing something wrong, lol, but then again i have configured everything accordingly


Oh

here look at this
    if(HSVSwitch == 0)
    {
    S = HCV.y / (HCV.z + 0.25);
    }
    else if(HSVSwitch == 1)
    {
    S = HCV.y / (HCV.z + 0.50);
    }
    else if(HSVSwitch == 2)
    {
    S = HCV.y / (HCV.z + 0.75);
    }
    else if(HSVSwitch == 3)
    {
    S = HCV.y / (HCV.z + 1.0);
    }
    else
    {
    S = HCV.y / (HCV.z + 100);
    }
]
0.25 is 1
0.50 is 2
and so on.....

This is a problem with the shader Also >.> as 2D to 3D conversion. My next 2D to 3D converter will be based on Optical Flow. But, Like I said it's not easy.


Thankyou for that, i will test another game i think as not having much luck with Fallout 4.. I can see that the conversion is not easy, but not to worry, i believe you will find an optimal 2d to 3d converter sooner or later, its great that you are taking it on again, not many others would have the determination or smarts.

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