So I still don't understand how the 3D stuff works for the Nintendo 3DS. I also just saw this video, of a dude making 3D scenes using images from older 2D street fighter games. So can someone explain to me how exactly it works without having to wear glasses? Like how is it that I can tilt the screen and see into the screen if it's just a flat display? How does the screen know what angle I'm looking at it?
EDIT: ahh okay I think I finally understand. So I still have to be a certain distance away or, looking at it at a certain way for it to work. This image really helped explain things to me, maybe it'll help other people understand it too!
how does the 3DS work?
From what I've read, it's a lot like the Virtual Boy, only good. It just alternates really fast between left and right. Also, I imagine that it has motion sensors or something in it to know the angle you're looking at (just a guess on that one).
The wiki page for the Nintendo 3DS might contain the answers that which you seek.
It basically works like those lenticular cards where you see 1 of 2 images depending on how you hold the card. The barrier diverts one image to the left eye and the other image to the right eye. This means that the 3DS will have a specific sweet spot. Move it out of that sweet spot and you'll get a blurred image.
" It basically works like those lenticular cards where you see 1 of 2 images depending on how you hold the card. The barrier diverts one image to the left eye and the other image to the right eye. This means that the 3DS will have a specific sweet spot. Move it out of that sweet spot and you'll get a blurred image. "This. Tilting the screen will mess up the image. You won't be able to, say, look around something by looking at the screen from an angle. It's just stereoscopic, not holographic.
Basically, the way we see 3D in the real world is that each eye sees a slightly different perspective. Our brains figure out the distances of various objects based on how different the two perspectives are and thus how much our eyes have to move to make the images of the objects line up. For example, if you have to cross your eyes a lot to get the two images to line up, then the object must be close to you.
The 3DS renders the scene with two slightly different perspectives as if the "camera" were offset about the distance between our eyes. Each rendering is diverted towards the intended eye.
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