Re: [osg-users] Active stereo support in OSG?

2008-04-24 Thread Frauciel Luc
 -Message d'origine-
 De : [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] De la 
 part de Bob Huebert
 Envoyé : jeudi 24 avril 2008 02:40
 À : OpenSceneGraph Users
 Objet : Re: [osg-users] Active stereo support in OSG?
 
 Hi Jon,
 
 On Thu, 24 Apr 2008, Jon Newell wrote:
 
  Hi Bob,
 
  We have more or less this exact setup,   2 x Christie Mirage HD3's,
  Quadro  5600  and Nuvision 60GX shutter glasses on a 160 
 degree curved 
  screen. Once the correct parameters are declared  we have has no 
  problems running in Quad buffer stereo with OSG. The only issue we 
  have encountered has been with occasional swapping of left 
 and right  
  that we have isolated to the less than stellar drivers Nvidia have 
  been releasing of late.

We also have problems with GSync2 and Quadro 5600 (only with multiples Quadro 
5600, one is fine).
The response from Nvidia is that GSync2 is not supported yet on Linux64 and 
that proper drivers will be release during spring (that was in January). I'm 
still waiting.

   Luc

 
 Nifty display setup you have. Thanks for the hint on the 
 left-right field swap issue. I've seen this as well, although 
 it's only ever occured on the 2nd GPU on the fx4500x2. I'll 
 take you hint about the drivers and dig a bit.
 
 -bob
 
  Frauciel Luc wrote:
  -Message d'origine-
  De : [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] De la part de 
  Jean-Sbastien Guay Envoy : mercredi 23 avril 2008 15:39
   : OpenSceneGraph Users
  Objet : [osg-users] Active stereo support in OSG?
 
  Hi everyone,
 
  Hi Jean-Sebastian
 
 
  I'd like to ask if anyone has experience using active stereo with 
  OSG.
  To be more precise, the hardware we're looking to use is
 
  Mirage HD3K projector
  nVidia Quadro FX 5600 video card
  nuvision emitters and 60GX LCD shutter glasses
 
 
 
  I work with nVidia Quadro FX 5600 and nuvision emitters 
 and 60GX LCD shutter glasses on a daily basis.
  OSG will work out of the box in QUAD_BUFFER mode.
  The only thing you'll have to do is to declare some 
 parameters to adjust stereo with the geometry of your projector :
  See : 
  
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/St
  ereoSettings
 
  OSG_STEREO ON  Turn stereo on
  OSG_STEREO_MODEQUAD_BUFFER Use quad buffered 
 stereo when in stereo.
  OSG_SCREEN_DISTANCE0.50Set the distance the 
 viewer is from screen in metres (default shown)
  OSG_SCREEN_HEIGHT  0.26Set the height of image on the 
 screen in metres (default shown)
  OSG_SCREEN_WIDTH   0.325 Set the width of image on 
 the screen in metres (default shown)
  OSG_EYE_SEPARATION 0.06Set the eye separation 
 - interoccular distance (default shown.)
 
  And that should be ok for the OSG side.
  On the hardware side, you'll have to connect cables :D and 
 check the stereo enable box in the nvidia settings panel.
 
  You should have the same result than with anaglyphic 
 stereo (a better result in fact).
 
   Luc
 
 
  Now, I think this setup requires (and supports) 
 quad-buffer stereo. 
  And I think I saw that OSG supports that out-of-the-box. Does it 
  work well?
  Any issues setting it up? Any gotchas on the OSG side?
 
  One problem we have is that the hardware is off-site (*far* 
  off-site), and it's unlikely we'll have access to it for 
 testing. We 
  just have regular GeForce 8800 cards and regular monitors here. 
  Should I expect it to just work(tm) ? Is there a way I 
 can do some 
  useful testing here?
  Perhaps using anaglyphic stereo with red/cyan glasses, (we have 
  those
  :-) - will that be representative of the quad-buffer 
 stereo support?
 
  Thanks in advance,
 
  J-S
  --
  __
  Jean-Sebastien Guay[EMAIL PROTECTED]
  http://www.cm-labs.com/
   http://whitestar02.webhop.org/ 
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Frauciel Luc

 -Message d'origine-
 De : [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] De la 
 part de Jean-Sébastien Guay
 Envoyé : mercredi 23 avril 2008 15:39
 À : OpenSceneGraph Users
 Objet : [osg-users] Active stereo support in OSG?
 
 Hi everyone,
Hi Jean-Sebastian

 
 I'd like to ask if anyone has experience using active stereo 
 with OSG. 
 To be more precise, the hardware we're looking to use is
 
 Mirage HD3K projector
 nVidia Quadro FX 5600 video card
 nuvision emitters and 60GX LCD shutter glasses
 

I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter 
glasses on a daily basis.
OSG will work out of the box in QUAD_BUFFER mode.
The only thing you'll have to do is to declare some parameters to adjust stereo 
with the geometry of your projector :
See : 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

OSG_STEREO  ON  Turn stereo on
OSG_STEREO_MODE QUAD_BUFFER Use quad buffered stereo when in stereo.
OSG_SCREEN_DISTANCE 0.50Set the distance the viewer is from screen in 
metres (default shown)
OSG_SCREEN_HEIGHT   0.26Set the height of image on the screen in metres 
(default shown)
OSG_SCREEN_WIDTH0.325 Set the width of image on the screen in 
metres (default shown)
OSG_EYE_SEPARATION  0.06Set the eye separation - interoccular distance 
(default shown.) 

And that should be ok for the OSG side.
On the hardware side, you'll have to connect cables :D and check the stereo 
enable box in the nvidia settings panel.

You should have the same result than with anaglyphic stereo (a better result in 
fact).

 Luc
 
 Now, I think this setup requires (and supports) quad-buffer 
 stereo. And I think I saw that OSG supports that 
 out-of-the-box. Does it work well? 
 Any issues setting it up? Any gotchas on the OSG side?
 
 One problem we have is that the hardware is off-site (*far* 
 off-site), and it's unlikely we'll have access to it for 
 testing. We just have regular GeForce 8800 cards and regular 
 monitors here. Should I expect it to just work(tm) ? Is 
 there a way I can do some useful testing here? 
 Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
 :-) - will that be representative of the quad-buffer stereo support?
 
 Thanks in advance,
 
 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
 http://www.cm-labs.com/
  http://whitestar02.webhop.org/ 
 ___
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert


On Wed, 23 Apr 2008, Jean-S?bastien Guay wrote:


Hi everyone,

I'd like to ask if anyone has experience using active stereo with OSG.
To be more precise, the hardware we're looking to use is

Mirage HD3K projector
nVidia Quadro FX 5600 video card
nuvision emitters and 60GX LCD shutter glasses


My lab's setup includes:

Mirage 2K (x4)
nVidia Quadro FX 4500x2 (x2)
Stereographics IR blasters (x3) w/ mix of crystaleyes and nuvision glasses



Now, I think this setup requires (and supports) quad-buffer stereo. And
I think I saw that OSG supports that out-of-the-box. Does it work well?
Any issues setting it up? Any gotchas on the OSG side?


OSG works very well with our setup. The only piece that is currently 
missing is configs for the various physical geometric forms our display 
surfaces can take. I think this is all very close, however.




One problem we have is that the hardware is off-site (*far* off-site),
and it's unlikely we'll have access to it for testing. We just have
regular GeForce 8800 cards and regular monitors here. Should I expect it
to just work(tm) ? Is there a way I can do some useful testing here?
Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
:-) - will that be representative of the quad-buffer stereo support?


I don't know of any reason why this wouldn't work. While anaglyph 
introduces cruft into the colorspace, it serves as a quick way to preview 
what you've got. I use this methof frequently when work on my home machine 
(FX8600).


hth
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert
 I'd like to ask if anyone has experience using active stereo with OSG.
 To be more precise, the hardware we're looking to use is
 
 Mirage HD3K projector
 nVidia Quadro FX 5600 video card
 nuvision emitters and 60GX LCD shutter glasses

 My lab's setup includes:

 Mirage 2K (x4)
 nVidia Quadro FX 4500x2 (x2)
 Stereographics IR blasters (x3) w/ mix of crystaleyes and nuvision glasses

 
 Now, I think this setup requires (and supports) quad-buffer stereo. And
 I think I saw that OSG supports that out-of-the-box. Does it work well?
 Any issues setting it up? Any gotchas on the OSG side?

 OSG works very well with our setup. The only piece that is currently missing 
 is configs for the various physical geometric forms our display surfaces can 
 take. I think this is all very close, however.

 
 One problem we have is that the hardware is off-site (*far* off-site),
 and it's unlikely we'll have access to it for testing. We just have
 regular GeForce 8800 cards and regular monitors here. Should I expect it
 to just work(tm) ? Is there a way I can do some useful testing here?
 Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
 :-) - will that be representative of the quad-buffer stereo support?

 I don't know of any reason why this wouldn't work. While anaglyph introduces 
 cruft into the colorspace, it serves as a quick way to preview what you've 
 got. I use this methof frequently when work on my home machine (FX8600).

Meant to say GeForce8600, not FX - oops


 hth
 -bob
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Jean-Sébastien Guay
Bonjour Luc,


 I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter 
 glasses on a daily basis.
 OSG will work out of the box in QUAD_BUFFER mode.

Excellent, that's the news I wanted to hear!

I knew about the environment variables, I was just wondering if it was a 
default quad-buffer setup or if I needed to do any tweaks.

Thanks a lot.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Jean-Sébastien Guay
Hi Bob,

Thanks for the input.

 OSG works very well with our setup. The only piece that is currently missing 
 is configs for the various physical geometric forms our display surfaces can 
 take. I think this is all very close, however.

You mean about having to use environment variables instead of config 
files? That's not really an issue for us, it'll just be a small demo app 
for now and we have our own config file support in our framework so 
we'll likely just add some settings there to support stereo.

Good to know that getting the stereo running with OSG is relatively 
painless.

 I don't know of any reason why this wouldn't work. While anaglyph introduces 
 cruft into the colorspace, it serves as a quick way to preview what you've 
 got. I use this methof frequently when work on my home machine (FX8600).

That's what I'm thinking of doing here (unless we can get a Quadro card 
in time and within our budget, which I doubt). Thanks.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert

On Wed, 23 Apr 2008, Jean-S?bastien Guay wrote:


Hi Bob,

Thanks for the input.


OSG works very well with our setup. The only piece that is currently missing
is configs for the various physical geometric forms our display surfaces can
take. I think this is all very close, however.


You mean about having to use environment variables instead of config
files? That's not really an issue for us, it'll just be a small demo app
for now and we have our own config file support in our framework so
we'll likely just add some settings there to support stereo.


My goal here is to create .cfg files that describe orientation of the 
display surfaces. I suppose env variables would work for simple cases, but 
I need to be able to put my displays into a non planar config - orthogonal 
surfaces.




Good to know that getting the stereo running with OSG is relatively
painless.


I don't know of any reason why this wouldn't work. While anaglyph introduces
cruft into the colorspace, it serves as a quick way to preview what you've
got. I use this methof frequently when work on my home machine (FX8600).


That's what I'm thinking of doing here (unless we can get a Quadro card
in time and within our budget, which I doubt). Thanks.


You're very welcome.

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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Jean-Sébastien Guay
Hi Bob,

 My goal here is to create .cfg files that describe orientation of the 
 display surfaces. I suppose env variables would work for simple cases, 
 but I need to be able to put my displays into a non planar config - 
 orthogonal surfaces.

Hmmm, that would be interesting for us too, but in a different 
project... We have a simulator which uses 4 screens (left, right, front, 
top) all oriented toward the user, but not necessarily at 90 degree 
angles or centered, and it also has a head tracker. This setup requires 
asymmetric view frustums which are specified using physical measurements 
(viewer position and screen corners), and the current code to do that is 
kind of ugly and painful to look at, so if something like what you're 
talking about could be used for that, it would be great.

I hope you'll consider contributing what you come up with for inclusion 
into OSG. Interesting stuff.

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Robert Osfield
Hi Bob and J-S,

The current stereo support assumes a powerwall setup, so while easy to
use isn't that generic.

For generic support one needs to manage things at a higher level - up
in osgViewer as I've done with the spherical display support.  My plan
is to move stereo support entirely within osgViewer and with it
provide the viewer configuration support required.

Robert.

On Wed, Apr 23, 2008 at 7:42 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Bob,


   My goal here is to create .cfg files that describe orientation of the
   display surfaces. I suppose env variables would work for simple cases,
   but I need to be able to put my displays into a non planar config -
   orthogonal surfaces.

  Hmmm, that would be interesting for us too, but in a different
  project... We have a simulator which uses 4 screens (left, right, front,
  top) all oriented toward the user, but not necessarily at 90 degree
  angles or centered, and it also has a head tracker. This setup requires
  asymmetric view frustums which are specified using physical measurements
  (viewer position and screen corners), and the current code to do that is
  kind of ugly and painful to look at, so if something like what you're
  talking about could be used for that, it would be great.

  I hope you'll consider contributing what you come up with for inclusion
  into OSG. Interesting stuff.



  J-S
  --
  __
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 http://www.cm-labs.com/
  http://whitestar02.webhop.org/
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Paul Brewster
This is something I would really like to see in OSG.  An easy way to do
stereo asymmetric displays.  Particularly for a head-tracked display.  I
have never done it, but I have spent some time digging through source
code, doxygen files, and the mailing list and I know all the blocks are
there.  OSG easily supports stereo, has a way to specify skewed
projection matrices, and supports camera callbacks for continuous
head-tracking, but nothing puts it all together.

It would be nice if there was an interface to initially specify the
location of the display(s), then at each time-step pass it the 6DOF
location of the eye.  The code would automatically compute and update
the cameras with the proper projections.

Just wishing out loud...  :)

PaulB

Jean-Sébastien Guay wrote:
 Hi Bob,
 
 My goal here is to create .cfg files that describe orientation of the 
 display surfaces. I suppose env variables would work for simple cases, 
 but I need to be able to put my displays into a non planar config - 
 orthogonal surfaces.
 
 Hmmm, that would be interesting for us too, but in a different 
 project... We have a simulator which uses 4 screens (left, right, front, 
 top) all oriented toward the user, but not necessarily at 90 degree 
 angles or centered, and it also has a head tracker. This setup requires 
 asymmetric view frustums which are specified using physical measurements 
 (viewer position and screen corners), and the current code to do that is 
 kind of ugly and painful to look at, so if something like what you're 
 talking about could be used for that, it would be great.
 
 I hope you'll consider contributing what you come up with for inclusion 
 into OSG. Interesting stuff.
 
 J-S

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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert

On Wed, 23 Apr 2008, Robert Osfield wrote:


Hi Bob and J-S,

The current stereo support assumes a powerwall setup, so while easy to
use isn't that generic.

For generic support one needs to manage things at a higher level - up
in osgViewer as I've done with the spherical display support.  My plan
is to move stereo support entirely within osgViewer and with it
provide the viewer configuration support required.


This is how I have imagined it would play out. I had opportunity to take a 
peek at how it is done in the spherical display path, just wish I had one 
of those nifty displays to work with :-)


When time comes, I will happily volunteer my lab to help flesh out support 
for non-generic osgViewer applicaions. Unfortunatly, I cannot provide for 
development of the needed code currently. There may be opportunity for 
this to change as we thaw out and approach summer. :-)


As always, I am extremely appreciative of OSG and the wonderful community 
it has attracted/enthralled/motivated/etc/etc/etc.


-bob


On Wed, Apr 23, 2008 at 7:42 PM, Jean-S?bastien Guay
[EMAIL PROTECTED] wrote:

Hi Bob,


 My goal here is to create .cfg files that describe orientation of the
 display surfaces. I suppose env variables would work for simple cases,
 but I need to be able to put my displays into a non planar config -
 orthogonal surfaces.

 Hmmm, that would be interesting for us too, but in a different
 project... We have a simulator which uses 4 screens (left, right, front,
 top) all oriented toward the user, but not necessarily at 90 degree
 angles or centered, and it also has a head tracker. This setup requires
 asymmetric view frustums which are specified using physical measurements
 (viewer position and screen corners), and the current code to do that is
 kind of ugly and painful to look at, so if something like what you're
 talking about could be used for that, it would be great.

 I hope you'll consider contributing what you come up with for inclusion
 into OSG. Interesting stuff.



 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Jon Newell
Hi Bob,

We have more or less this exact setup,   2 x Christie Mirage HD3's,
Quadro  5600  and Nuvision 60GX shutter glasses on a 160 degree curved 
screen. Once the correct parameters are declared  we have has no 
problems running in Quad buffer stereo with OSG. The only issue we have 
encountered has been with occasional swapping of left and right  that we 
have isolated to the less than stellar drivers Nvidia have been 
releasing of late. 

cheers

Jon 


Frauciel Luc wrote:
 -Message d'origine-
 De : [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] De la 
 part de Jean-Sébastien Guay
 Envoyé : mercredi 23 avril 2008 15:39
 À : OpenSceneGraph Users
 Objet : [osg-users] Active stereo support in OSG?

 Hi everyone,
 
 Hi Jean-Sebastian

   
 I'd like to ask if anyone has experience using active stereo 
 with OSG. 
 To be more precise, the hardware we're looking to use is

 Mirage HD3K projector
 nVidia Quadro FX 5600 video card
 nuvision emitters and 60GX LCD shutter glasses

 

 I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter 
 glasses on a daily basis.
 OSG will work out of the box in QUAD_BUFFER mode.
 The only thing you'll have to do is to declare some parameters to adjust 
 stereo with the geometry of your projector :
 See : 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

 OSG_STEREOON  Turn stereo on
 OSG_STEREO_MODE   QUAD_BUFFER Use quad buffered stereo when in stereo.
 OSG_SCREEN_DISTANCE   0.50Set the distance the viewer is from screen in 
 metres (default shown)
 OSG_SCREEN_HEIGHT 0.26Set the height of image on the screen in metres 
 (default shown)
 OSG_SCREEN_WIDTH  0.325 Set the width of image on the screen in 
 metres (default shown)
 OSG_EYE_SEPARATION0.06Set the eye separation - interoccular distance 
 (default shown.) 

 And that should be ok for the OSG side.
 On the hardware side, you'll have to connect cables :D and check the stereo 
 enable box in the nvidia settings panel.

 You should have the same result than with anaglyphic stereo (a better result 
 in fact).

  Luc
  
   
 Now, I think this setup requires (and supports) quad-buffer 
 stereo. And I think I saw that OSG supports that 
 out-of-the-box. Does it work well? 
 Any issues setting it up? Any gotchas on the OSG side?

 One problem we have is that the hardware is off-site (*far* 
 off-site), and it's unlikely we'll have access to it for 
 testing. We just have regular GeForce 8800 cards and regular 
 monitors here. Should I expect it to just work(tm) ? Is 
 there a way I can do some useful testing here? 
 Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
 :-) - will that be representative of the quad-buffer stereo support?

 Thanks in advance,

 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
 http://www.cm-labs.com/
  http://whitestar02.webhop.org/ 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
 negraph.org

 
 **

 Pensez à l'environnement avant d'imprimer ce message
  Think Environment before printing
  
 Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif 
 du (des) destinataire(s) désigné
 (s) 
 comme tel(s). 
 En cas de réception par erreur, le signaler à son expéditeur et ne pas en 
 divulguer le contenu. 
 L'absence de virus a été vérifiée à l'émission, il convient néanmoins de 
 s'assurer de l'absence de 
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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert

On Wed, 23 Apr 2008, Jean-S?bastien Guay wrote:


Hi Bob,


My goal here is to create .cfg files that describe orientation of the
display surfaces. I suppose env variables would work for simple cases,
but I need to be able to put my displays into a non planar config -
orthogonal surfaces.


Hmmm, that would be interesting for us too, but in a different
project... We have a simulator which uses 4 screens (left, right, front,
top) all oriented toward the user, but not necessarily at 90 degree
angles or centered, and it also has a head tracker. This setup requires
asymmetric view frustums which are specified using physical measurements
(viewer position and screen corners), and the current code to do that is
kind of ugly and painful to look at, so if something like what you're
talking about could be used for that, it would be great.


Sounds very similar to our Mechdyne Flying Flex. We tend to use it in 
powerwall mode when dealing with the larger groups, but have occasion to 
close it up into a cave-like configuration as you've described above. We 
are also quite fond of a 'gullwing' configuration with the left and right 
walls pulled off of planar by about 2'. This makes for a nice 
pseudo-curved screen config.




I hope you'll consider contributing what you come up with for inclusion
into OSG. Interesting stuff.


Anything we build here for OSG-related stuff will most definitely be 
turned back to the community with gracious thanks.


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Re: [osg-users] Active stereo support in OSG?

2008-04-23 Thread Bob Huebert

Hi Jon,

On Thu, 24 Apr 2008, Jon Newell wrote:


Hi Bob,

We have more or less this exact setup,   2 x Christie Mirage HD3's,
Quadro  5600  and Nuvision 60GX shutter glasses on a 160 degree curved
screen. Once the correct parameters are declared  we have has no
problems running in Quad buffer stereo with OSG. The only issue we have
encountered has been with occasional swapping of left and right  that we
have isolated to the less than stellar drivers Nvidia have been
releasing of late.


Nifty display setup you have. Thanks for the hint on the left-right field 
swap issue. I've seen this as well, although it's only ever occured on the 
2nd GPU on the fx4500x2. I'll take you hint about the drivers and dig a 
bit.


-bob


Frauciel Luc wrote:

-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la
part de Jean-S?bastien Guay
Envoy? : mercredi 23 avril 2008 15:39
? : OpenSceneGraph Users
Objet : [osg-users] Active stereo support in OSG?

Hi everyone,


Hi Jean-Sebastian



I'd like to ask if anyone has experience using active stereo
with OSG.
To be more precise, the hardware we're looking to use is

Mirage HD3K projector
nVidia Quadro FX 5600 video card
nuvision emitters and 60GX LCD shutter glasses




I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter 
glasses on a daily basis.
OSG will work out of the box in QUAD_BUFFER mode.
The only thing you'll have to do is to declare some parameters to adjust stereo 
with the geometry of your projector :
See : 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

OSG_STEREO  ON  Turn stereo on
OSG_STEREO_MODE QUAD_BUFFER Use quad buffered stereo when in stereo.
OSG_SCREEN_DISTANCE 0.50Set the distance the viewer is from screen in 
metres (default shown)
OSG_SCREEN_HEIGHT   0.26Set the height of image on the screen in metres 
(default shown)
OSG_SCREEN_WIDTH0.325 Set the width of image on the screen in 
metres (default shown)
OSG_EYE_SEPARATION  0.06Set the eye separation - interoccular distance 
(default shown.)

And that should be ok for the OSG side.
On the hardware side, you'll have to connect cables :D and check the stereo 
enable box in the nvidia settings panel.

You should have the same result than with anaglyphic stereo (a better result in 
fact).

 Luc



Now, I think this setup requires (and supports) quad-buffer
stereo. And I think I saw that OSG supports that
out-of-the-box. Does it work well?
Any issues setting it up? Any gotchas on the OSG side?

One problem we have is that the hardware is off-site (*far*
off-site), and it's unlikely we'll have access to it for
testing. We just have regular GeForce 8800 cards and regular
monitors here. Should I expect it to just work(tm) ? Is
there a way I can do some useful testing here?
Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
:-) - will that be representative of the quad-buffer stereo support?

Thanks in advance,

J-S
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 http://whitestar02.webhop.org/
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Lead Developer
VRS
Unit 4, 19 Musgrave St,
West End, Queensland, 4101

Mob 0421 979 810
Ph (07) 3846 5066
Fax (07) 3255 3530


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