I’ve spoken at the East Coast Game Conference in the past, mostly doing a version of our physics tutorial (cut down to 1 hour, if you can believe it). This year I wanted to do something different and talk about something new, in this case the work I did to get stereo up and running in Ratchet & Clank: All 4 One. Attendance was a little lower than I expected, but it was still a good audience. I have to admit perhaps the title of the talk might have scared other people off: Hybrid Stereoscopy in Ratchet & Clank: All 4 One. Maybe the description will be less forboding:
This talk will cover Insomniac’s hybrid 3D stereo technique, using a combination of reprojection for opaque objects and standard stereo rendering for transparent objects. This gives something close to the speed of reprojection with fewer artifacts. The talk will cover the process followed to create the technique, equations used to match the reprojected and standard data, and a list of mistakes to avoid for anyone interested in stereo.
I do cover some math that a lot of other stereo talks brush over — so if you’re interested in stereo please click on the link and check it out.