RealD 3D?

I’m just curious… has anyone used 2 projectors to create a performance that can be viewed with RealD 3D polarized glasses (the kind you get at the movie theater)?? Seems like all you would need to do is mount two polarized lenses in front of the projectors, SLR camera filters perhaps. For the screen use some Ultra Silver 3D Screen Goo?

i’m interested in that too, but more on the dlp link signal side (sorry if it’s off topic gilbi). i have an acer p5390w (which is a great 4000 lumens 720p projector for a pretty nice price by the way, around 900eur) and it’s called “3d ready” with a “dlp link” technology as far as i know. manufacturers are stonewalls on that, surely because of hdmi compatibility problems for 3d streams (hdmi 1.4 looks to be the only one for 3d and i’m not even sure that my projector have it, could explain why it’s not on acer’s product page)
i saw tridef have made special directx9 drivers for 3d and it looks to work with a lot of games ( ) so i’m wondering if it would be possible to get a 3d stream directly from vvvv with that solution or any other.
xpand sell dlp-compatible glasses for 129$ … have anybody tested this kind of stuff with vvvv or have info on?

(oops sorry for tags :)

aze, what you’re talking about has already been done and it sounds quite easy…

… I don’t want to go this route because the price of glasses is prohibitive in an installation intended to be viewed by many people at the same time.

Hi Gilbi,
I’ve been working on a such a setup with antiVJ some times ago
We used, as you said , cheap polarized glasses, 2 projectors mounted with two polarized lenses in front of them, and a silver screen to project on it. It works as hell!!! really impressive depth. The best solution so far i’d say ;)

oh ok sorry. the link doesn’t work but i found the thread, thanks :)


Can you tell me what your vvvv and hardware setup was? Did you use two Renderers, one for each projector? And did you use a DH2Go or just the outputs on your video card?

Hi again Gilbi,
On this particular project we used a DualHead2go. Meaned a spanned renderer inside vvvv. I wanted to share this since a long time but never found the time. Here’s now!! (13.2 kB)

aha cool. when we originally looked at our project with the nvidia glasses, the first reference point was to try and recreate the antivj setup.

In the end we used the NVidia 3D vision glasses with a 120Hz projector.

If your projector is ‘3d ready’ then chances are that it can run at 120Hz. And if you cant connect over HDMI for that, then try with VGA (we were using VGA for ours, works fine).
And if it can run at 120Hz, then you can use it with shutter glasses.

I also tried with simply breaking the RealD 3D glasses in half to create 2 filters for 2 projectors.
This works ok(ish). well enough for a play around at home anyway
then view back through the glasses.
try getting 2 pairs of realD. Wear one and look into the other.
They use circular polarisation so it shouldn’t matter what orientation your head is in when viewing. but it found that they block the best when the glasses on the projector are vertical, and the ones on your face are horizontal.

Some expensive projectors have 2 DVi inputs, and you can sync an output signal from them into your shutter glasses.

you can also buy some old really cheap shutter glasses for €10 on ebay
(there’s loads of them). but you have to control them yourself

Thanks for sharing Desaxismundi! What type of polarizing lenses did you use on the projector?

we used custom orthogonal polarizing filters. The only problem we had to face was that the left and right channels pictures could bleed over to the opposite channel sometimes, especially when tilting your head. Strange artifacts may appear at picture edges level too. Stereocam tweaks were needed for a better watching confort.

I hope that you understand the patch? I’ll try to document it later!

So… where do you get these custom filters? I realized SLR filters won’t work since they all use linear polarization … As for the patch I’m going to have to study it for a decade before I get a handle on it.

I have no idea since i was taking care of the visual production only.

@ sugokuGenki

How does vvvv work with the Nvidia lcd glasses? Did you use the Nvidia driver or just send alternate L/R view frames to the main renderer and somehow manually sync the ir transmitter?

we got it working with the driver.
when all the conditions are right, the nvision 3d kicks in and makes 2 seperate renders of your scene.
Supposedly you can change the eye offset by messing with the w value of your objects.

So essentially I set up 1 PerspectiveLookAtRect, and NVidia did the rest.
The headtracking was the most complex part.

We were supposed to document and opensource everything, but the intern who took on the project doesn’t write in english (or vvvv) so well so it’s not out yet.

We used a custom threaded blob tracker written in openframeworks with 2 PS3Eye’s with band pass filters. Then the viewer wears the NVision glasses with IR LED’s attached. Blobs are sent to VVVV, then use PolyfitND to build a training set of 2x2D->3D points which can then track the head in 3D.

Feed in the head position as the camera position of the PerspectiveLookAtRect, and voila.

It was a research project for a client who had some spare funding. In the end I think he tried with glovepie and a single wiimote though to get a similar result with less complications.

Getting the NVision 3D to ‘kick in’ was a pain at first. I think we had to customise some files to make NVidia recognise VVVV as a stereo 3D application.

on a seperate point. here’s how i tested a cheap RealD approach…

you know it’s possible to find deoptric film and glass
we have bought some over the internet for such experiments… this seems like a viable source of passive 3d stuff same for this