Re: [osg-users] Philips WOW TV displays...

2008-03-10 Thread Rémy Deslignes
I would just like to take the oportunity to say that autostereoscopic 
display is a subject as such and realtime autostereoscpic display is a 
pretty new field of investigation. It is to say that it is quite easy to 
produce images on an autostereoscopic screen, but much more complex to 
produce good quality images in terms of depth quality.

Having said that, we have developed an autostereoscopic real-time 
renderer ( but are not using a Philips WOW display (yet?) ) and are now 
working on specific scene-manipulation algorithms to stick as much as 
possible to a natural visual accomodation. I guess that this is the key 
issue.

Regards

Rémy


Kim C Bale a écrit :
 I too have been playing with these monitors, we have a couple of the 21 
 touch screen versions. They seem to work very well for viewing models and 
 such, but have a very limited depth range. 
  
 Has anyone managed to develop a 3D environment that you can walk around, some 
 terrain perhaps or a first person view type sim and achieved good results?
  
 I found that the shallow depth range limited it uses in this type of 3D work 
 as objects in the far distance become very blurry. 
  
 Regards,
  
 Kim.

 

 From: [EMAIL PROTECTED] on behalf of Krijnen, R. (Robbert)
 Sent: Fri 07/03/2008 21:48
 To: OpenSceneGraph Users; osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Philips WOW TV displays...



 Niel,

 have a look at 
 http://www.business-sites.philips.com/assets/Downloadablefile//Philips-3D-Interface-White-Paper-13725.pdf
 It explains the extra information that is needed in the first few pixels to 
 enable the 3D mode.

 We have got it up and running at our lab en where also surprised by the 
 results.

 Regards,

 Robbert


 -Original Message-
 From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED]
 Sent: Fri 07-Mar-08 21:24
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Philips WOW TV displays...

 Hi All,

 Not sure I've asked this before. If I have, sorry.

 I've got access to a couple of Philips WOW TV's for a few days, and a 
 colleague has been playing with them for the past week. One of the supporting 
 applications is written in OSG, and generates a split screen image. The left 
 half is the standard 3D view, whilst the right half is the depth map.

 Now I know that I can set this up myself, however we suspect that there is 
 more to it than this, as we've taken a screen grab of this screen image and 
 sent it to the display, and it still doesn't show it as a combined 3D with 
 depth feel. Does anyone know anything about this display, and perhaps could 
 shed some light on what we need to do to get a normal OSG split screen to 
 work with it?

 We suspect that there are a few calls that we are missing. Any pointers would 
 be really useful.

 By the way, using the supplied OSG viewing with our room it looks really 
 quite cool. I was a bit of a sceptic at first, but it seems that Philips may 
 have something really neat here. If you get a chance, check it out.

 Regards

 Neil.

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Re: [osg-users] problem when create a button in openscenegraph

2008-03-05 Thread Rémy Deslignes
Hi Tran ,

Please note that you must change the state of an object in a protected ( 
i.e. update ) portion of your OSG code .
Maybe MFC has nothing to do with your problem.

Regards

Rémy

Tran Thanh Hiep a écrit :
 hi all ,in my project  i create a button as CButton of mfc. i have a 
 problem in function mousein and mouseout when i change state of object 
 button program break down

 
 Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try 
 it now. 
 http://us.rd.yahoo.com/evt=51733/*http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ%20
  

 

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Re: [osg-users] 3dconnexion for windows

2008-03-05 Thread Rémy Deslignes
The point is that it is not obvious to me how you convert the rotation 
information from the 3Dconnexion driver into an osg rotation...

Dieter Pfeffer a écrit :
 Hi


 I don' t use a MatrixManipulator but would like to set the camera
 viewmatrix:

viewer.getCamera()-setViewMatrix (vMatrix * osg::Matrix::rotate
 (-(osg::PI_2),1,0,0));

 with

   tMatrix =  rot * trans;
   vMatrix = tMatrix.inverse (tMatrix);


 Dieter


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Rémy
 Deslignes
 Sent: Tuesday, 04 March, 2008 11:02
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] 3dconnexion for windows


 I guess that this is deeply related to the MatrixManipulator you are
 using .
 What MM are you using ?
 Please also note that there is a setting in the 3D connexion driver to
 set the translation as dominant .

 Rémy

 Dieter Pfeffer a écrit :
   
 Hi

 has s.o. implemented the 3dconnexion input device and can give me a
 hint (or source) how to match it to the viewmatrix in osg.

 I have no problems in translation but I can't figure out how to set
 the corrrect rotation. If I use only heading it's correct but not
 heading and pitch together.



 Thanks

 Dieter



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Re: [osg-users] 3dconnexion for windows

2008-03-04 Thread Rémy Deslignes
I guess that this is deeply related to the MatrixManipulator you are 
using .
What MM are you using ?
Please also note that there is a setting in the 3D connexion driver to 
set the translation as dominant .

Rémy

Dieter Pfeffer a écrit :
 Hi
  
 has s.o. implemented the 3dconnexion input device and can give me a 
 hint (or source) how to match it to the viewmatrix in osg.
  
 I have no problems in translation but I can't figure out how to set 
 the corrrect rotation. If I use only heading it's correct but not 
 heading and pitch together.
  
  
  
 Thanks
  
 Dieter
  
  
  
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Re: [osg-users] Stereoscopy, part 2

2008-02-22 Thread Rémy Deslignes
Hi Renan,

Maybe you should have a look at the dual moitor management of your 
graphic card .
If you are running on Windows for instance, you need to extend the  
desktop  instead of using the dual mode screen

Rémy   ( not fully convinced that this will help anyway )


Renan Mendes a écrit :
 Hi,

  It's been a couple of weeks since I first asked about stereoscopy 
 in OSG. I've had an answer from Rémy (which I forgot to thank for, 
 sorry), but I still have some questions on the subject.
  I've managed to use the stereoscopy option, which provided me 
 with a split image of my scene. When I finally tried to use the second 
 video monitor (I have a NVIDIA GeForce 6200 dual-head video card), 
 something unexpected happened. I have only managed to split the image 
 between the two monitors when I used the 800x600 resolution - and I 
 had to drag the window to the edge of the first video monitor for that 
 to happen...
  What I wanted to know, is how to perform this action with the 
 full screen (1024x768). Any suggestions and tips are quite welcome...

  Thanks,

   Renan M Z Mendes
 

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Re: [osg-users] Stereoscopy in OSG

2008-02-13 Thread Rémy Deslignes
First have a look at the osgViewer 's doc :

Environmental Variables:
OSG_EYE_SEPARATION float  physical distance between eyes
OSG_SCREEN_DISTANCE float physical distance between eyes and screen
OSG_SCREEN_HEIGHT float   physical screen height
OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO modeOFF | ON Default to ON 
to compenstate for the compression of the aspect ratio when viewing in 
split screen stereo. Note, if you are setting fovx and fovy explicityly 
OFF should be used.
OSG_SPLIT_STEREO_HORIZONTAL_EYE_MAPPING mode  LEFT_EYE_LEFT_VIEWPORT | 
LEFT_EYE_RIGHT_VIEWPORT
OSG_SPLIT_STEREO_HORIZONTAL_SEPARATION float  number of pixels between 
viewports
OSG_SPLIT_STEREO_VERTICAL_EYE_MAPPING modeLEFT_EYE_TOP_VIEWPORT | 
LEFT_EYE_BOTTOM_VIEWPORT
OSG_SPLIT_STEREO_VERTICAL_SEPARATION floatnumber of pixels between 
viewports
OSG_STEREO mode   OFF | ON
OSG_STEREO_MODE mode  QUAD_BUFFER | ANAGLYPHIC | HORIZONTAL_SPLIT | 
VERTICAL_SPLIT | LEFT_EYE | RIGHT_EYE


and set the environnment variables accordingly .

That's all

Rémy


Renan Mendes a écrit :
 Hi, everyone.

   What is OSG's support on stereoscopy? I have a dual-head 
 video card and I needed that the images shown in the two monitors were 
 slightly different in terms of view angle (my final objective, of 
 course, is to project these two images on a screen making use of the 
 stereoscopic polarized projection technique). Does anyone have any 
 reference on the subject? Or even some already developed code? I'd 
 really appreciate it.

   Thanks,

 Renan M Z Mendes
 

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Re: [osg-users] Camera position update

2008-02-08 Thread Rémy Deslignes
I think that the best way is to write a specific MatrixManipulator, or 
re-use (or overwrite) the NodeTrackerManipulator.

Rémy

Janusz a écrit :
 Dear all:

  I am running a galaxy formation visualisation with OSG. Just to 
 simulate and visualize the gravitational effect of 2 closely passing 
 disc-shaped galaxies.

 The galaxies are simply a cloud of point sprites packed into a single geode.

 While running the simulation, I need to constantly update the camera 
 position to keep/track BOTH galaxies in a single viewport all the time.

 What would be the best/efficient way to achieve that?

  
 Regards,

 Janusz Goldasz

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Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Rémy Deslignes
Can you please explain more precisely what you intent to do by making 
holes in the mesh for hight fidelity vector models ?
Do you want to project a lineset ( aka vector model ) onto your mesh ?

Wojciech Lewandowski a écrit :
 Hi everyone,
  
 Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high 
 fidelity vector models ?
 If not, maybe you can offer some suggestions how to do it ?
  
 Thanks in advance,
 Wojtek Lewandowski
  
  
  
  
  
 

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Re: [osg-users] Displaying cables

2008-02-05 Thread Rémy Deslignes
Just a stupid question : if the bottleneck is the update of the hose, 
what would you think about using VBOs ?

Laurent Di Cesare a écrit :
 Jean-Sébastien Guay wrote :
   
 Hello,

 For now, we are creating some geometry (quad strips, specifically) to 
 display the cables, and assigning texture coordinates to that geometry, 
 on the fly. 
   
 
 (...)
   
 I know the cable display needs to be optimized because if I just set the 
 cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the 
 same view). And there are not *that* many cables... There's a lot of 
 other geometry in the scene which is still drawn in the 2.2ms time...

 So I would appreciate some pointers. I would have assumed quad strips 
 are pretty fast, so perhaps something else is the problem?

 There's the fact that the geometry is dynamic, which could mean that OSG 
 is trying to recreate display lists each frame, but I tried 
 setUseDisplayList(false) on the geometry and the cables just did not 
 display anymore... Is there something else I need to do in that case?
   
 
 I have a somewhat similar situation myself. I use capsules to display 
 hoses,
 which aren't textured but just have a color, and use display lists.
 Capsules are just cylinders and half spheres, but these are made of a 
 lot of vertices.
 I ran at something like 1-2 fps(!) when I was redrawing the whole hose 
 everytime the hose changed.
 When no geometry changed, I shot back to around 25 fps.
 I got three times faster when I limited myself to changing only the end 
 of the hose, thus keeping the same capsules rather than replacing them 
 with new ones with the same coordinates, color, etc.
 I then got another factor 3 by making sure I drew as few capsules as I 
 needed.
 In my case too, the capsules are not that many, I have tens of animated 
 characters moving around, plus a scene to render, but the dynamic shapes 
 ate way more than anything else.
 I'm not sure if this helps a lot, but I just did this today, and 
 optimizing the geometry was clearly a big win for me.
 If your app doesn't change all the cables at once, only one part of one 
 cable at a time (a given frame), keeping the geometry should give you a 
 decent boost.

 If anyone else has other suggestions, I'm interested to hear them too.

 Sincerely,
 Laurent Di Cesare.
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Re: [osg-users] Problems with picking and HUDs

2008-02-05 Thread Rémy Deslignes
Just an idea :

AFAIK , If you use a CameraNode under a Transform , the display is then 
not consistent with the picking : The display of any geometry under the 
CameraNode will be affected by the Transform, but the IntersectVisitor 
traversal of the CameraNode will reset the transformation matrix.
Put any transform after the cameraNode.

(Hope this will help)

Rémy

Pedro José Muñoz a écrit :
 Hi all,
 Making an application to show the name of different elements, I can do 
 it with everything except with HUDs, do you have any idea why does it 
 happen?
 Thanks in advance
 

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Re: [osg-users] osgconv ive format

2008-01-30 Thread Rémy Deslignes
Hi

The flag is an option for the reader / writer :

osgconv -O noTexturesInIVEFile source.xxx target.ive

Rémy

Anthousis Andreadis a écrit :
 Hello,

 I was wondering if i could store a file to ive format but without 
 internal textures. osgconv is by default using internal textures and
 i have found no flag to change that. I also looked at the source of 
 osgconv and i can't say i found the solution. If anyone knows how to 
 do it please share your knowledge with me :)

 Anthousis Andreadis

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Re: [osg-users] Two Manipulators at The Same Time

2007-09-11 Thread Rémy Deslignes
I think that the best way would be to create a manipulator, 
encapsulating the terrain manipulator and a compass manipulator ( to be 
created also ) and forwarding  the handle() callback to the right 
manipulator regarding the mouse position.

Nick Prudent a écrit :
 I'm wondering how to go about layering manipulators so that by default the 
 terrain manipulator is used except for a small corner of the screen where I 
 want a custom manipulator (like Google Earth's compass manipulator). Is there 
 already a mechanism for doing something like this? 

 Thanks, 


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