I have an additional question concerning the synchronization for CAVE systems: Has anyone tried to implement a framelock in Blender? Or integrated support for G-Sync cards (http://www.nvidia.com/page/quadrofx_gsync.html)? Ideas how to do that?
Best, Julian On Tuesday, November 29, 2011 11:03 AM, "Damien Touraine" <[email protected]> wrote: > Hi, > > We are working hard on Blender CAVE. Actually, we use a python script to > synchronize informations (for the moment, position and orientation of > each object) between the rendering nodes (the master node multicasts the > information to several slaves). This script is running as a controller > triggered by an "always" sensor activated each frame. This Logic is > attached to a camera. > > However, we don't have find an optimal solution : the scheduling of all > Logics can make the Blender CAVE script running before the update done > by other Logic (for instance, translation of an object triggered by > keyboard). The results is a desynchronization between the master and the > slaves. In some case (armature mouvement), the update of the slaves may > not occur. > > Is there any way to force the execution of a given script AFTER all > other Logic ? > If not, I can suggest a patch : I have seen that there is > bge.types.KX_Scene.pre_draw that permits the integration of specific > function just before drawing the scene. But this is not optimal, as this > method is call before each redraw. Thus, in case of stereo, it is call > twice per frame (ie : once per point of view). So, I have devevelopped a > patch that add bge.types.KX_Scene.pre_render that is called once per > frame and before the rendering of the frame. But I'm not sure this > solution is optimale and is in the aim of Blender Game Engine. May I > post it to projects.blender.org ? Moreover, we may have to add a > bge.types.KX_Scene.pre_swapBuffers to synchronize the " *SwapBuffer" > between rendering nodes. > > In addition, I wish to develop blenderCAVE as a plugin. But, as it rely > on the game engine, I don't manage to do that. Is there any way to link > an addon with BGE ? > > Regards > Damien Touraine > On 04/11/2011 21:36, Dalai Felinto wrote: > > Hi Damien, > > > > It's strange, I could swear I had replied to your post in the forum > > [1]. I have been in touch with Jorge Gascon for the BlenderCAVE > > project and he pointed me to your idea. > > > > For your patch the better place to put it is in the > > projects.blender.org website and post here the link. I'll be glad to > > look at your patch. > > > > What I've been thinking (and it may be a better topic for the tracker > > instead) is if it wouldn't be more interesting to really support > > caves. For example, to introduce in the interface the options required > > to setup the number of walls, the wall distance, ... But I never > > visited a cave so I don't know how standard the output from the > > visualization tools are. > > > > Anyways, an option to set individual projection matrixes per stereo > > eye seems good too. > > > > Cheers, > > Dalai > > [1] -http://www.blender.org/forum/viewtopic.php?p=90396 > > > > 2011/11/4 PabloVazquez.org<[email protected]>: > >> BTW, I just tried it live yesterday :) > >> > >> Here at Universidad Rey Juan Carlos in Móstoles (Madrid), it was awesome, > >> specially with 3D glasses, still some little things to fix, but the overall > >> experience is very rich, just needs cool graphics to make it more awesome! > >> :) > >> > >> -- > >> Pablo Vazquez > >> CG Artist > >> Blender Foundation Certified Trainer > >> E-mail:[email protected] > >> Website:http://www.pablovazquez.org > >> > >> > >> On Fri, Nov 4, 2011 at 17:32, Ton Roosendaal<[email protected]> wrote: > >> > >>> Hi, > >>> > >>> Interesting stuff! I'll make sure our dome/vr guru Dalai Felinto will > >>> check on it :) > >>> > >>> -Ton- > >>> > >>> ------------------------------------------------------------------------ > >>> Ton Roosendaal Blender [email protected] www.blender.org > >>> Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands > >>> > >>> On 4 Nov, 2011, at 14:32, Damien Touraine wrote: > >>> > >>>> Hi, > >>>> > >>>> I'm working on the BlenderCAVE project > >>>> (http://www.gmrv.es/~jgascon/BlenderCave/). Its purpose is to use > >>>> blender to render on CAVE systems > >>>> (http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment). > >>>> We use python API to synchronize the scene across all computers that > >>>> render on a screen. Python API is also used to adapte the camera to > >>>> the > >>>> current screen (ie : the one that is attached to the current > >>>> computer). > >>>> For this feature, it is important to be able to define precisely the > >>>> projection matrices for both eyes independently. More specically, we > >>>> must be able to adapt the projection to the right position of the user > >>>> eye. For instance, you can to turn on yourself while looking on the > >>>> floor screen. With default stereocopy viewing mode of BGE the eyes of > >>>> the user must stay parallel to the screen and "horizontal". > >>>> > >>>> Although we have searched, we haven't found any way to define > >>>> projection > >>>> matrix for left eye independently from right eye through the python > >>>> API. > >>>> Thus, we suggest a patch we have developped. This patch creates two > >>>> projection matrices (left and right eye) besides the current one > >>>> for a > >>>> given camera. It manages the rendering for daily use (ie.: outside > >>>> BlenderCAVE project). > >>>> I can send the patch that is based on SVN version 41510 (uncompressed > >>>> "svn diff" : ~12K) on this list. But I'm not sure that it is the right > >>>> place. > >>>> > >>>> Regards > >>>> Damien Touraine, long time developper of CAVE applications > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
