Does Simulink 3D Animation support stereoscopic vision?

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vivek_matlab · Aug 10, 2021 · 2.3K views
Question
Is there was a way to use stereoscopic vision in my virtual reality implementation.  
Expert Answer
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Kshitij Singh PhD Expert
Answered Sep 9, 2026






Does Simulink 3D Animation Support Stereoscopic Vision?


Direct Answer: Yes. Simulink 3D Animation has native, built-in support for stereoscopic vision across multiple display formats, including Anaglyph (Red/Cyan), Side-by-Side, Top-Bottom, Active Shutter (Quad-Buffered), and VR Headsets (HMDs).

Supported Stereoscopic Display Modes













Stereo ModeRequired HardwareMATLAB Setting
Anaglyph (Red-Cyan)Standard computer monitor and red-cyan 3D glasses'anaglyph'
Side-by-Side3D TV, dual projectors, or VR headsets (Oculus / HTC Vive)'sidebyside'
Top-BottomPolarized 3D displays and over-under projection'topbottom'
Active Quad-Buffered120Hz 3D monitor, active shutter glasses, and workstation GPU'quadbuffer'
Line InterlacedPassive polarized 3D monitors (row-interleaved)'interlaced'

Method 1: Enable Stereoscopic Vision via GUI



  1. Open your Simulink model and double-click the VR Sink block to open the Simulink 3D Animation Viewer.

  2. In the viewer top menu, navigate to Rendering > Stereo Mode.

  3. Select your target format (e.g. Anaglyph Red/Cyan or Side-by-Side).

  4. Go to Rendering > Camera Eye Separation to fine-tune 3D depth.

Method 2: Configure Stereoscopic Vision in MATLAB Code


You can set global stereo defaults or configure specific figure handles programmatically.

% Set default stereo mode globally across all VR figures
vrsetpref('StereoMode', 'anaglyph');

% Open and view a 3D world with stereo settings
world = vrworld('robot_arm.wrl');
open(world);
fig = vrfigure(world);

% Configure stereo properties on the active figure
set(fig, 'StereoMode', 'anaglyph');
set(fig, 'CameraEyeSeparation', 0.065); % Standard human IPD is ~65mm (0.065m)

vrdrawnow;

Camera Parameters for Stereo Depth Tuning



  • CameraEyeSeparation: Adjusts the distance between the virtual left and right cameras. The default value is 0.065 (65 mm, representing average human interpupillary distance).

  • CameraDirection: Defines the convergence angle between left and right views so objects at the focal plane appear sharp.


Hardware VR Headsets: For Meta Quest or HTC Vive devices, use the 'sidebyside' mode with SteamVR or use the Simulink 3D Animation OpenXR interface to stream telemetry directly to your headset displays in real time.



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