Re: [osg-users] Rotating stereo view frustums for wide FOV

2010-11-16 Thread David Glenn
Greetings!

I agree with Robert that the two slave camera approach is the best way!

I'm testing out an idea right now for showing off an animated figure I have 
done on a 3D theater screen presentation and I have found I can direct two 
slave cameras for distance and angle and control the sweet spot for my 3D more 
directly. 

I also can control the graphic cards so one camera is directed to one projector 
and the other camera to another projector - that is also necessary for theater 
screen 3D presentation.

Now all I have to figure out is how to get my figure to sing and dance like 
Miku Hatsune! LOL!
 
... 
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] Rotating stereo view frustums for wide FOV

2010-11-11 Thread Robert Osfield
Hi Robert,

The easist way to have precise control over the projection and view
matrix is to not use the low level OSG inbuilt stereo, and implement
it yourself using two viewer slave camera, one for each eye.

It's my plan to deprecate the low level stereo support in the OSG and
replace it with slave cameras in the viewer as it's far more flexible
and logical.  The low level stereo support dates back over a decade
and while useful for very straight forward stereo it really isn't
flexible or powerful enough, and limits what you can do.   The
osgViewer library itself is far more flexible and can handle many
different types of display systems including lots of different stereo
combinations, all it takes it you to set it up.

Have a look at the osgwindows example for how to create two slave
cameras each with their own projection matrix offsets.  You can add
your own view matrix offsets as well.

Robert.

On Wed, Nov 10, 2010 at 6:46 PM, Robert Kern  wrote:
> Hi,
>
> I am currently working on getting OpenSceneGraph to work with our new wide 
> field of view head mounted display. To take advantage of the wide FOV 
> capabilities of the HMD, the viewing frustum for each eye must be turned 
> outwards by 13 degrees. Is there a way to rotate the left and right stereo 
> cameras individually outward?
>
> Thank you!
>
> Cheers,
> Robert
>
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> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=33675#33675
>
>
>
>
>
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[osg-users] Rotating stereo view frustums for wide FOV

2010-11-10 Thread Robert Kern
Hi,

I am currently working on getting OpenSceneGraph to work with our new wide 
field of view head mounted display. To take advantage of the wide FOV 
capabilities of the HMD, the viewing frustum for each eye must be turned 
outwards by 13 degrees. Is there a way to rotate the left and right stereo 
cameras individually outward?

Thank you!

Cheers,
Robert

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http://forum.openscenegraph.org/viewtopic.php?p=33675#33675





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