This paper presents a controller for camera convergence and interaxial
separation that specifically addresses challenges in interactive
stereoscopic applications like games. In such applications, unpredictable
viewer- or object-motion often compromises stereopsis due
to excessive binocular disparities. We derive constraints on the
camera separation and convergence that enable our controller to
automatically adapt to any given viewing situation and 3D scene,
providing an exact mapping of the virtual content into a comfortable
depth range around the display. Moreover, we introduce an
interpolation function that linearizes the transformation of stereoscopic
depth over time, minimizing nonlinear visual distortions.
We describe how to implement the complete control mechanism
on the GPU to achieve running times below 0.2ms for full HD.
This provides a practical solution even for demanding real-time
applications. Results of a user study show a significant increase
of stereoscopic comfort, without compromising perceived realism.
Our controller enables ëfail-safeí stereopsis, provides intuitive control
to accommodate to personal preferences, and allows to properly
display stereoscopic content on differently sized output devices.