Re: [Flightgear-devel] Depth percepted cockpit

2008-02-03 Thread Hans Fugal
In agreement with that here. I was impressed by the video and I think
it would definitely be very effective to implement this depth
perception, but it would not magically give you side windows. The
monitor is a fixed viewport (window) into the virtual world, and
moving your head around only lets you see into that viewport from
different angles. Judging by his demo, the effect would be dramatic
and very useful, but it wouldn't do away with needing to rotate or
translate the virtual head (aka viewport). If, however, one had say
3 screens you could get a first approximation at a cockpit with side
windows. Rather large blind spots, but it could work.

Goggles with full head tracking would be even cooler, but it seems
like this definitely has the potential to be cheaper. Wiis aren't
overly cheap, but something could be constructed for quite cheap by a
DIY enthusiast with too much time and some electronics knowledge. Hook
it up with a serial port, write a simple driver, et voila you have all
the data you need to do it in flightgear probably even today, like
someone said. If anyone comes up with cheap plans to that effect I'd
love to try it out. I don't have the electronics knowledge to come up
with it, but I could help code the driver (linux).

On Feb 1, 2008 12:59 PM,  [EMAIL PROTECTED] wrote:
 I think I have to emphasize this:

 There are two heads: Your real one in front of the monitor and the virtual 
 one inside the planes cockpit (aka camera position).

 The idea is, to translate the virtual head according to the translations of 
 your real head in front of your monitor, thus leading to the shown depth 
 perception.

 Of course the virtual head can't follow every translation the real head can 
 do, because usually a office is bigger than a cockpit.

 But its not to discover your cockpit from new exciting perspectives, it's to 
 provide you a depth perception.

 So the virtual camera has strong constraints in the extend of its 
 translation. Consider it as a maximum of 25 cm in each direction around the 
 default position.

 So you won't be able to discover your leg room, to lean out of the window or 
 to examine your flightsticks back!

 It should just use your head shaking to provide you a depth perception. Not 
 more, not less.

 Regards,

 Joe
 --
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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-03 Thread Jason Cox

On Sat, 2008-02-02 at 22:11 -0700, Hans Fugal wrote:
 Goggles with full head tracking would be even cooler, but it seems
 like this definitely has the potential to be cheaper. Wiis aren't
 overly cheap, but something could be constructed for quite cheap by a
 DIY enthusiast with too much time and some electronics knowledge. 

I belive all you would need is a usb cam that is supported by the v4l
drivers and an infared pass filter (all ccd cams are ir sensitive) to
replace the wii controller. the rest is software

Jason


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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-01 Thread Frederic Bouvier
Quoting Heiko Schulz :
 I have to disagree. Look at Detelef's Albatross - you
 can walk inside the aircraft- it is very easy to do,
 so this depth perception would be a very cool feature
 against X-Plane and MSFS!

Do you mean you are going to build a replica of the Albatross cabin, and put a
LCD monitor where the windows should be ? If I understand this film correctly,
the technique use the screen as a window to a wider ( open ) space ( the stadium
in that case ). You have to actually *move* to have the perception of the
parallax around a fixed frame. Look at the video : the guy doesn't stay seated
in front of his TV set.

For a static perception of 3D, use stereo images and dedicated goggles.

-Fred

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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-01 Thread Heiko Schulz

--- Frederic Bouvier [EMAIL PROTECTED] schrieb:

 Selon joe:
 
  Hi!
 
  Again me with a proposal! ;)
 
  Some time ago this video was quite popular:
 
  http://www.youtube.com/watch?v=Jd3-eiid-Uw
 
  It shows a simple headtracking system which
 creates an impressive depth
  perception with a common flat screen.
 
  Since most cockpits of FGFS are real 3D, I am
 quite excited about if I think
  about being able to experience the cockpit in a
 perfect 3D depth perception
  by moving my head around. Don't miss the sequence
 at 3:35, showing a huge
  stadium (aka scenery ;)).
 
  I know it's a long way to this, but I just felt
 the urge to point you to it.
  Maybe in a couple of years the time has come to
 include something like this
  in fgfs.
 
  Regards, Joe
 
 This video is impressive. Thank for sharing.
 
 Head tracking has already been discussed on this
 list, though. The device in
 question was trackIR instead of the wiimote. Looking
 this video, the solution
 proposed doesn't seem to apply to a flight
 simulator. In a cockpit, you are
 seated in front of your yoke and you are not moving
 around. You look *from* a
 fixed position, you are not looking *at* a fixed
 position. So you need a device
 that can detect head rotations, and not head
 translations. Except if you want to
 provide user the experience of a passenger moving in
 the plane and looking at a
 single window ;-)
 
 -Fred
 
 -- 

Hi,

I have to disagree. Look at Detelef's Albatross - you
can walk inside the aircraft- it is very easy to do,
so this depth perception would be a very cool feature
against X-Plane and MSFS!

Regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-01 Thread Heiko Schulz

--- Frederic Bouvier [EMAIL PROTECTED] schrieb:

 Quoting Heiko Schulz :
  I have to disagree. Look at Detelef's Albatross -
 you
  can walk inside the aircraft- it is very easy to
 do,
  so this depth perception would be a very cool
 feature
  against X-Plane and MSFS!
 
 Do you mean you are going to build a replica of the
 Albatross cabin, and put a
 LCD monitor where the windows should be ? If I
 understand this film correctly,
 the technique use the screen as a window to a wider
 ( open ) space ( the stadium
 in that case ). You have to actually *move* to have
 the perception of the
 parallax around a fixed frame. Look at the video :
 the guy doesn't stay seated
 in front of his TV set.
 
 For a static perception of 3D, use stereo images and
 dedicated goggles.
 
 -Fred
 
 -- 
The albatross is bad example for that, but it is the
first aircraft with this feature. 
But for John's 747-Cockpit-project it would be fit.

Regards

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-01 Thread joacher
I think I have to emphasize this:

There are two heads: Your real one in front of the monitor and the virtual one 
inside the planes cockpit (aka camera position).

The idea is, to translate the virtual head according to the translations of 
your real head in front of your monitor, thus leading to the shown depth 
perception.

Of course the virtual head can't follow every translation the real head can do, 
because usually a office is bigger than a cockpit.

But its not to discover your cockpit from new exciting perspectives, it's to 
provide you a depth perception.

So the virtual camera has strong constraints in the extend of its translation. 
Consider it as a maximum of 25 cm in each direction around the default position.

So you won't be able to discover your leg room, to lean out of the window or to 
examine your flightsticks back!

It should just use your head shaking to provide you a depth perception. Not 
more, not less.

Regards,

Joe
-- 
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Re: [Flightgear-devel] Depth percepted cockpit

2008-02-01 Thread Maik Justus
Hi Joacher,

a very interesting and promising idea. Is the needed hardware available 
separately? If yes: how much does it cost?

Maik

[EMAIL PROTECTED] schrieb am 01.02.2008 20:59:
 I think I have to emphasize this:

 There are two heads: Your real one in front of the monitor and the virtual 
 one inside the planes cockpit (aka camera position).

 The idea is, to translate the virtual head according to the translations of 
 your real head in front of your monitor, thus leading to the shown depth 
 perception.

 Of course the virtual head can't follow every translation the real head can 
 do, because usually a office is bigger than a cockpit.

 But its not to discover your cockpit from new exciting perspectives, it's to 
 provide you a depth perception.

 So the virtual camera has strong constraints in the extend of its 
 translation. Consider it as a maximum of 25 cm in each direction around the 
 default position.

 So you won't be able to discover your leg room, to lean out of the window or 
 to examine your flightsticks back!

 It should just use your head shaking to provide you a depth perception. Not 
 more, not less.

 Regards,

 Joe
   


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[Flightgear-devel] Depth percepted cockpit

2008-01-31 Thread joacher
Hi!

Again me with a proposal! ;)

Some time ago this video was quite popular:

http://www.youtube.com/watch?v=Jd3-eiid-Uw

It shows a simple headtracking system which creates an impressive depth 
perception with a common flat screen.

Since most cockpits of FGFS are real 3D, I am quite excited about if I think 
about being able to experience the cockpit in a perfect 3D depth perception by 
moving my head around. Don't miss the sequence at 3:35, showing a huge stadium 
(aka scenery ;)). 

I know it's a long way to this, but I just felt the urge to point you to it. 
Maybe in a couple of years the time has come to include something like this in 
fgfs.

Regards, Joe

PS.: If this is well known to you yet - I am sorry.
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Re: [Flightgear-devel] Depth percepted cockpit

2008-01-31 Thread Anders Gidenstam
On Thu, 31 Jan 2008, [EMAIL PROTECTED] wrote:

 http://www.youtube.com/watch?v=Jd3-eiid-Uw

 It shows a simple headtracking system which creates an impressive depth 
 perception with a common flat screen.

Wow, I'd never thought you'd get that much depth perception just from a 
flat screen without doing any per-eye rendering. :)

 I know it's a long way to this, but I just felt the urge to point you 
 to it. Maybe in a couple of years the time has come to include something 
 like this in fgfs.

Actually, unless his software is doing some extra tricky projection 
calculations or something I think FlightGear have everything needed to 
do this. With the generic IO and some Nasal one can easily move the view 
center and direction in response to external data.

I have some very primitive experiments in that direction here:
http://www.gidenstam.org/FlightGear/HeadTracking/
My main problem is that I don't have any good tracking hardware (and that 
I have forgot anything I might have known about 3d transformations..).

Cheers,

Anders
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mail: anders(at)gidenstam.org
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Re: [Flightgear-devel] Depth percepted cockpit

2008-01-31 Thread Frederic Bouvier
Selon joe:

 Hi!

 Again me with a proposal! ;)

 Some time ago this video was quite popular:

 http://www.youtube.com/watch?v=Jd3-eiid-Uw

 It shows a simple headtracking system which creates an impressive depth
 perception with a common flat screen.

 Since most cockpits of FGFS are real 3D, I am quite excited about if I think
 about being able to experience the cockpit in a perfect 3D depth perception
 by moving my head around. Don't miss the sequence at 3:35, showing a huge
 stadium (aka scenery ;)).

 I know it's a long way to this, but I just felt the urge to point you to it.
 Maybe in a couple of years the time has come to include something like this
 in fgfs.

 Regards, Joe

This video is impressive. Thank for sharing.

Head tracking has already been discussed on this list, though. The device in
question was trackIR instead of the wiimote. Looking this video, the solution
proposed doesn't seem to apply to a flight simulator. In a cockpit, you are
seated in front of your yoke and you are not moving around. You look *from* a
fixed position, you are not looking *at* a fixed position. So you need a device
that can detect head rotations, and not head translations. Except if you want to
provide user the experience of a passenger moving in the plane and looking at a
single window ;-)

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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Re: [Flightgear-devel] Depth percepted cockpit

2008-01-31 Thread alexis bory
Frederic Bouvier wrote:
  Selon joe:

  Hi!
 
  Again me with a proposal! ;)
 
  Some time ago this video was quite popular:
 
  http://www.youtube.com/watch?v=Jd3-eiid-Uw
 
  It shows a simple headtracking system which creates an impressive
  depth perception with a common flat screen.
 
  Since most cockpits of FGFS are real 3D, I am quite excited about
  if I think about being able to experience the cockpit in a perfect
  3D depth perception by moving my head around. Don't miss the
  sequence at 3:35, showing a huge stadium (aka scenery ;)).
 
  I know it's a long way to this, but I just felt the urge to point
  you to it. Maybe in a couple of years the time has come to include
  something like this in fgfs.
 
  Regards, Joe

  This video is impressive. Thank for sharing.

  Head tracking has already been discussed on this list, though. The
  device in question was trackIR instead of the wiimote. Looking this
  video, the solution proposed doesn't seem to apply to a flight
  simulator. In a cockpit, you are seated in front of your yoke and you
  are not moving around. You look *from* a fixed position, you are not
  looking *at* a fixed position. So you need a device that can detect
  head rotations, and not head translations. Except if you want to
  provide user the experience of a passenger moving in the plane and
  looking at a single window ;-)

  -Fred


Sorry Fred,

I disagree, In a cockpit you move your head as in the reality,
some time just small moves from your shoulders, depending on your
emotions, your gesture (like tunning the radio), or with more ample
moves of you neck when you try to see if a traffic isn't hidden behind
the cockpit frame or before engaging a step turn in a thermal. You are
*not* looking from a fixed position. Even with tightened harness.

What should be unrealistic is panning down the view when you lower
the head down to the keyboard or mouse.

What is really needed is looking down on the side as when you try
to catch a mark  or  look under to see the ground trafic when you are
vertical of an airfield (ok, airliner pilots don't do that).

I know that head tracking wont improve the perception of the outside
scenery as would do a 'per eye' system and in that matter you are
right Fred.

Then Joe is perfectly right with 3D cockpit experience, they would be
really impressive with such a 3D effect.
But again, the move tracking should be limited to translations.

Let me explain my (translating) point of view :
For a single screen display, with option for secondary displays not
showing the FG world :
Rotations should be done only with a manual input so the focus stay
on your flight track even when you are looking for a pencil on your
desk or when you turn the head to your secondary screen displaying
Atlas.
Then the move to show what is behind the cockpit frame or to
improve your view on the lower sides could be done with a
combination of rotation manual input and translation tracked input.

In our case, (flight simulator) head rotation tracking isn't a good
thing as when you turn your head you don't look any more at your
screen. And pan the focus with small head rotation moves (to show
the sides of the cockpit or scan the sky) will transform the experience
in a nightmare.

The ideal behaviour of such a system will certainly not follow exactly
the real movement of our head and should be designed to improve our
capacity to scan the sky as would do a glider pilot or take marks as an
acrobatics pilot, but *only* on demand.

By the way, improving the immersion feeling in the cockpit with 3D view
is just a 'plus' for now, it will certainly be a 'must' in the next years.

Greetings,

Alexis

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