Depth3D
Post-Process shaders for ReShade
Jose Negrete, BlueSkyDefender

I make 3D work on real hardware.

I am the creator of SuperDepth3D, the best depth based 3D shader out there, with support for a very large number of games.

Shader developer for ReShade, and I work across frame generation, optical flow, depth estimation and other computer vision problems.

What I work on

Most of it comes down to one problem: taking what is already on screen and turning it into something a display can show in 3D, fast enough to be worth using.

  • Stereoscopic 3D in real time, in games that were never built for it
  • Computer vision applied to real time graphics, covering depth estimation, frame generation and optical flow
  • ReShade shader development

Working on now

A selection
SuperDepth3D
Depth based stereoscopic 3D for ReShade, with Overwatch supplying per game setup. Still the main line of work.
Shift3D+
Geometric 3D. A different route to the same goal, working from scene geometry rather than a depth buffer alone.
Build3D
Synced 3D for the Build engine, aimed at the modern remakes of Blood, Duke Nukem and Shadow Warrior.
Depth3D Launcher
The platform side. Getting the shaders, add-ons and the right GPU onto a game without the user having to do it by hand.
GameVibe
Force feedback. Reading what is happening on screen and turning it into something you can feel.
GPU Selector
Puts ReShade, the shaders and the add-ons onto a game, and decides which graphics card runs it.
Generic Depth Mod
A ReShade add-on. Better depth buffer detection, and the numbers the shader would otherwise have to guess at.
SD3D UI Add-on
Keeping menus and HUDs where they belong once the picture becomes stereoscopic, instead of letting them fall into the scene.
Depth3D Mirror App
Game Scaler+. Getting the picture onto another display and sized to suit it.
Depth3D AR Update
The AR glasses side, once the pieces underneath it are in place.
Depth3D AI App
Further out, and dependent on the rest of it landing first.

There is more than this. These are the ones far enough along to mention.

Elsewhere

I have also worked with and helped other people, to get 3D to as many people as I can.

Acer · Lenovo · Zondison · Tencent · and others

Hardware

If you make a 3D display, glasses, a handheld or a headset, I am open to receiving hardware to work against.

Getting this right is much easier with the device in hand. Panels differ in ways you cannot guess at: interlace pattern, subpixel layout, lens geometry, how many views it wants. Working blind means approximating. Working with the device means matching it.

Contact