Bigus Dickus
Regular
Just curious, so I thought I'd take the lazy way and posit the question before I really take the time to think it through...
When rendering to a 3D display device, such as shutter/polarized glasses or any other type, is there a new type of aliasing introduced in the depth direction? Or maybe a better way of asking the question is whether antialiasing the L/R 2D renders optimally takes care of the aliasing as perceived in 3D?
Or does something like (a very loose like) gamma corrected AA happen/need to happen, where "traditional" AA works but doesn't produce the optimal visual result. If not, what kinds of tweaks could be made to the way we render to improve the perception of smooth lines in the Z axis, or in all axes for that matter? For instance, an alteration such that each L/R 2D render no longer has optimal looking AA, but when visually combined the result is optimal. A sort of "overlapping of the eyes" approach?
I'm I speaking complete nonsense?
When rendering to a 3D display device, such as shutter/polarized glasses or any other type, is there a new type of aliasing introduced in the depth direction? Or maybe a better way of asking the question is whether antialiasing the L/R 2D renders optimally takes care of the aliasing as perceived in 3D?
Or does something like (a very loose like) gamma corrected AA happen/need to happen, where "traditional" AA works but doesn't produce the optimal visual result. If not, what kinds of tweaks could be made to the way we render to improve the perception of smooth lines in the Z axis, or in all axes for that matter? For instance, an alteration such that each L/R 2D render no longer has optimal looking AA, but when visually combined the result is optimal. A sort of "overlapping of the eyes" approach?
I'm I speaking complete nonsense?