To render an image for use with red & blue 3d glasses, the usual way to do it is to render from one point of view, convert it to a single intensity (greyscale) value per pixel, and then put that into the red color channel.  Render from a slightly different point of view, convert that to greyscale again and put that into the blue channel.This can be prohibitive when rendering a single time is already very costly.Are there any methods by which you could take a single render, and corresponding depth buffer, and come up with something suitable for both red and blue channels?
Is it possible to render red / blue 3d from one image and a depth buffer?
rendering;3d;stereo rendering
I've done some VR research; this comes up a lot since rendering the scene multiple times (especially at predicted VR resolutions) is expensive.The basic problem is that two views provide more information than only one.  In particular, you have two slices of the light field instead of one.  It's related to depth-of-field: screen-space methods fundamentally are incorrect.There has been some work in this area, most related to reprojection techniques that try to do some kind of geometry-aware holefilling in the final image.  This sortof works.  As far as I know, the best approach so far is to render the scene directly for the dominant eye, and then reproject it to the other one.