I'm really excited about the visual potential of the 3DS with its 3D with no glasses technology.
However, as someone with a fair bit of experience in viewing and producing 3D images, there are some basic rules that seem obvious to me, but that I suspect developers will take a while to figure out.
1. The HUD must always be closer to the viewer than any other 3D element.
I've already seen this rule broken when I tried out the Avatar game for 360 on a 3D TV. The mini-map in the bottom right of the screen was not always closer than the ground 'behind' it. This resulted in the mini-map sometimes appearing to be in a sort of cave within the ground.
Here's an example of Rule 1 being broken:
And here is how it should be done:
2. Any 3D element that extends beyond the edge of the screen must be positioned behind the surface of the screen, never in front!
I noticed this one in the Avatar game too. If a 3D element such as the ground is positioned so that it pops out of the surface of the screen, then when it meets the side of the screen it will be chopped off sharply, or appear all flickery and bad. In Avatar the ground did this and so it looked like we had a slab of ground sticking out the front of the TV but it ended where the TV ended.
Here's an example of Rule 1 being broken:
And here is how it should be done:
3. Do not use Depth of Field blur effects.
In natural 3D vision both depth and focus are controlled by the viewer. In a 3D image though, focus cannot be changed. Any depth that the viewer can direct their eye to need to be rendered in sharp focus or it confuses the eyes.
That's all I can think of right now. Feel free to suggest more of your own and I'll update the list.
Also, I'll try to provide some examples of each rule using my own 3D photographs.
However, as someone with a fair bit of experience in viewing and producing 3D images, there are some basic rules that seem obvious to me, but that I suspect developers will take a while to figure out.
1. The HUD must always be closer to the viewer than any other 3D element.
I've already seen this rule broken when I tried out the Avatar game for 360 on a 3D TV. The mini-map in the bottom right of the screen was not always closer than the ground 'behind' it. This resulted in the mini-map sometimes appearing to be in a sort of cave within the ground.
Here's an example of Rule 1 being broken:
And here is how it should be done:
2. Any 3D element that extends beyond the edge of the screen must be positioned behind the surface of the screen, never in front!
I noticed this one in the Avatar game too. If a 3D element such as the ground is positioned so that it pops out of the surface of the screen, then when it meets the side of the screen it will be chopped off sharply, or appear all flickery and bad. In Avatar the ground did this and so it looked like we had a slab of ground sticking out the front of the TV but it ended where the TV ended.
Here's an example of Rule 1 being broken:
And here is how it should be done:
3. Do not use Depth of Field blur effects.
In natural 3D vision both depth and focus are controlled by the viewer. In a 3D image though, focus cannot be changed. Any depth that the viewer can direct their eye to need to be rendered in sharp focus or it confuses the eyes.
That's all I can think of right now. Feel free to suggest more of your own and I'll update the list.
Also, I'll try to provide some examples of each rule using my own 3D photographs.