Hi Emiliano,
On Sat, Mar 1, 2014 at 2:40 AM, Emiliano Pastorelli <[email protected]>wrote: > Hi All, > I managed to achieve an almost optimal configuration of screens and > tracked devices on a small 3-screens display (through vrpn only yet, I use > a razer hydra to track the wands interaction and a wintrackerIII for the > head position). > Now with all of that properly configured, i had a chance to test more in > detail the vrplugin. > > My feeling is that it's based on a couple of wrong assumptions. > One above all, it's based on the origin of the scene. That means that if > you're moving you're object a bit around (and i've seen most of the users > do it a lot), at a certain point the head movement goes wrong. > it depends on whether or not object is in front of the project plane or behind. depending on your configuration it may be feel its moving quite a bit. As a test move your object's center on the project plane Z and it should rotate around that point. > If I try with a simple cylinder built on the origin, and i bring it on the > 0,0,0 of my system (defined in the cave file in relation to my screens > potions), then the head movements are correct. > If my move my head to the left, i see the object correctly "rotating" so > to show me his right side (considering the cylinder facing me) and it > slides to its own left a bit as it should (therefore also moving properly > among the screens as well). > But if i push the cylinder back a bit, cause maybe i wanna have a look at > it in smaller size, then i move the head to my left, the object also moves > to the left, in a completely wrong behavior. > Shouldnt therefore the 0 of the tracker always be based on the 0 of the > system and not on the 0 of the scene? > > Also, the translation with the wand works well, it's natural to be used, > but the rotation axis, move with each consecutive rotation of the scene, > and therefore, if i first rotate on one axis the scene, the second rotation > is gonna be based on the already transformed axis system, and soon it will > become completely unnatural (not a single test user i had on the system > felt confident with it). > I see. Sorry, we couldn't send you the latest code. I am still waiting for our collaborator to push the code we had. I believe this is fixed in there. > > I see that not many people are using paraview in VR environments, but i > think with the proper adjustments it could really become a popular tool, > specially in low cost VR systems like mine (thanks to the fact that doesn't > require any expensive lib to run). > Thanks. On this note, please feel free to push your changes / patches to ParaView Gerritt or over the email. I am more than happy to review them. > > One last thing, i'm running paraview on a single 16-cores machine with 4 > Nvidia4000 (one for each screen, each with 2 DLP projectors and one for the > control displays), and specially when i deal with volume visualization, it > tends to be even slower than when i run it single screen in my other simple > test machine that only has a 4-core and nvidia 600. Is there any known > reason for that? > I am surprised that volume rendering is working for you in the VR environment correctly. Did you choose smart mapper for the volume rendering? - Aashish > > Best, > H > _______________________________________________ > Powered by www.kitware.com > > Visit other Kitware open-source projects at http://www.kitware.com/ > opensource/opensource.html > > Please keep messages on-topic and check the ParaView Wiki at: > http://paraview.org/Wiki/ParaView > > Follow this link to subscribe/unsubscribe: > http://www.paraview.org/mailman/listinfo/paraview > -- | Aashish Chaudhary | R&D Engineer | Kitware Inc. | www.kitware.com
_______________________________________________ Powered by www.kitware.com Visit other Kitware open-source projects at http://www.kitware.com/opensource/opensource.html Please keep messages on-topic and check the ParaView Wiki at: http://paraview.org/Wiki/ParaView Follow this link to subscribe/unsubscribe: http://www.paraview.org/mailman/listinfo/paraview
