Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Visualization using 3D Monitor
Blekinge Institute of Technology, School of Engineering, Department of Interaction and System Design.
2008 (English)Independent thesis Basic level (degree of Bachelor)Student thesisAlternative title
Visualisering vid använding av 3D Monitor (Swedish)
Abstract [en]

Many companies over the years have been working with enhancing the visual effect of monitors and television with 3D glasses and such. There is a new form of 3D viewing right now; Spatial View is the one I know most about. Their technology includes a barrier panel technology which aligns the right and left eye simultaneously giving the person looking at the monitor a 3D viewing. Spatial View has developed an API that can be easily included in games and rendering applications to enable this 3D visualization and this thesis is about the computer performance cost. The API works in such a way that it takes 5 images of the current scene the camera is looking at in the game or rendering application and interlace them together to produce 1 image to be displayed on screen. Combining this with the monitor technique gives the visual effect. The 5 different camera angles that are produced can be a strain on the performance, meaning that the rendering API in this case Direct3D 9.0c has to render everything 5 times each frame. This can slow down the frame rate of the game, which is very important for the game to run smoothly. This thesis main focus is to understand the correlation between the number of camera angles and rendering time for Direct3D 9.0c, is it linear or exponential. By having access to Spatial View’s Direct3D 9.0c API, I was able to construct a test application which could answer the hypothesis. Six tests were used to investigate this with different numbers of camera angle to see the impact on rendering time. Using one, two and five camera angles for the test with large cubes (big enough to almost cover the screen) and small cubes (almost small enough to not see). After seeing the rendering time and understanding the API from Spatial View’s, a theory about reducing the rendering time arose. This theory will be explained throughout the thesis and discussed; it includes using Direct3D 10.0 with geometry instancing.

Place, publisher, year, edition, pages
2008. , p. 28
Keywords [en]
Direct3D, DirectX, Spatial View, 3D Display System, rendering, Geometry Instancing
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-5321Local ID: oai:bth.se:arkivex3D6901EF8C1B49B6C125745F0035F21COAI: oai:DiVA.org:bth-5321DiVA, id: diva2:832695
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2008-06-05 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(1057 kB)178 downloads
File information
File name FULLTEXT01.pdfFile size 1057 kBChecksum SHA-512
e1d342bbd8944d73abe1c7b979943cf7dbeef467e9ce8305231b64818cdc7a569e2d9465b4d879369df6f46aa4593e94ffbfb400bef17ecb2065357a551176d6
Type fulltextMimetype application/pdf

By organisation
Department of Interaction and System Design
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 178 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 162 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf