140 9.AutomaticDynamicStereoscopic3D
However, any object in 3D that draws in front of the focal plane at that location
acts like a window violation because the UI is (typically) rendered last and drawn
over that object. The sort order feels very wrong, as if a chunk of the object was
carved out and a billboard was placed in space right at the focal plane. And since
the parts of the near object that are occluded differ, the occluded edges appear
like window violations over the UI. All in all, the experience is very disruptive.
The two other alternatives are to always render the UI in the world, or to
move the UI distance based on the nearest pixel. In short, neither works well.
Rendering a UI in world space can look good if the UI is composed of 3D ob-
jects, but it can be occluded by things in the world coming between the eye and
the UI. This can be a problem for gameplay and may irritate users. The second
alternative, moving the UI dynamically, creates tremendous eye strain for the
player because the UI is constantly flying forward to stay in front of other ob-
jects. This is very distracting, and it causes tremendous ghosting artifacts on cur-
rent LCD monitors.
The best way to handle subtitles and UIs is to remove them as much as pos-
sible from gameplay or ensure that the action where they are present exists en-
tirely in positive parallax (farther away than the monitor).
9.3DynamicControls
For purposes of this discussion, the two parameters that can be varied are paral-
lax separation and focal distance. The parallax separation, sometimes referred to
as distortion, is the degree of separation between the left and right stereo camer-
as, where a value of zero presents the viewer with a 2D image, and a value of one
is a maximally stereo-separated image (i.e., the outside frustum planes are paral-
lel with the view vector). Obviously, the higher this parameter is set, the more
separated the renderings are, and the more powerful the 3D effect.
The focal distance is the distance between the rendered eye point and the
monitor surface where left and right images converge perfectly. Anything ren-
dered at this depth appears to the viewer to be exactly on the plane of the moni-
tor. A convenient method for checking the focal plane in an S3D LCD using
shutter glasses is to remove the glasses—an object at focal distance appears com-
pletely solid on screen, while objects in front or behind the focal plane have in-
creasingly wide double-images as their depth deviates from the focal plane.
These are not truly independent variables, however. To the viewer, the
strength of the effect depends on several factors, most importantly, where the
nearest objects are in the scene. Understanding the focal distance intuitively is
important. Visualize a large box that surrounds the entire rendered scene. Mental-