Am 06.04.2010 um 12:16 schrieb Stefan Kainbacher, Neon Golden: > hello again and sorry for the delay. > > basically the system works fine, but there are some things to consider. ie. > how much of the object you get. depth etc. at least with our calibration > tool. (steps 1-3) and then we also load the matrices from xml an project it > onto the scene. > > i cant tell you to much about your questions, as you are using a camera > calibration, but so far i understand the problems (with our object). the > front projector, covering the whole frontside und captering the depth of the > object works really good. the other projectors which are positioned closer to > the object and covering a smaller area of the object are not thet good. also > its a matter of resolution. 1 pixel in the calibration makes already a big > difference for the calculation ... > > best, stefan > > > Am 30.03.2010 um 14:41 schrieb luca palmili: > >> Hi Stefan, >> thank you for your reply. Your project is very impressive, good luck for >> your installations! :) >> >> My approach is this: >> My application take the camera input using OpenCV at a resolution WxH, and >> put it as a background texture in an OpenGL window. >> I click on the OpenGL window on 4 non co-planar points of the cube in the >> scene. >> I use cvPOSIT function to get translation, rotation and projection OpenGL >> matrix. >> I hard-code this matrices in a GLSL patch in QC, witch render a cube into a >> viewer of WxH resolution. >> The viewer output is then projected by a projector (with resolution WxH) >> onto the real scene. >> The result is quite good, but there are some errors: the two cubes doesn't >> match exactly. >> My camera is positioned over the projector, so extrinsic parameters are >> referred to the camera point of view. Even if camera and projector lenses >> are near, how can the camera extrinsic parameter work well also for the >> projector ones? >> How did you find camera estrinsic parameters? Did you use POSIT algorithm >> and OpenCV cameraCalibration methods? >> Thank you for any kind of help! >> Luke >> >> >> we implemented the paper on quartz composer. >> first we wrote a applicaton with objective-c/open gl to do the calibration >> and then we implemented it in qc with glsl >> http://www.facebook.com/video/video.php?v=1387742499852 >> the model and the 3d model have to mach as exact as possible >> the higher the resolution the better the result >> its also depending on the angle of the projecter / object ... the more depth >> you have, the better it works ... >> we just opend our first installation based on it, using a matrox tripplehead >> and 3 projectors ... >> http://www.facebook.com/album.php?aid=196408&id=66111817237 >> best, stefan >> >
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