Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Thanks a lot JCL and Robert :) Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=3#3 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukend, If you are creating the graphics contexts yourself then you'll need to specify the use of the quad buffer stereo in the GraphicsTraits, simply set GraphicsContext::Traits::quadBufferStereo bool to true before you pass the Triats to the createGraphicsContext(Traits*) method. For quad b

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Jean-Christophe Lombardo
Hi, If you need to specify your own stereo matrices (ie to implement head tracking), you should have a look at osgUtil::SceneView::ComputeStereoMatricesCallback (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00643.html). It is, I think, the easiest way to specify y

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Well, we are using a 120Hz stereo projector and the system has an Nvidia Quadro card. So, its a typical active stereo setup. So, the user would have to wear LCD shutter glasses to view the stereo. We did try the built in stereo provided by OSG. Code: osg::DisplaySettings::instance()->setStere

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukend, Active stereo will require a quad buffer graphics context, you can't implement it by swapping the contents of the windows yourself. The OSG supports quad buffer stereo graphics context, but... your driver might not. I don'tknow anything about your particular set up so can't comment.

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Hi Robert, We are using LCD shutter stereoscopy. So, wont we need to continuously change left and right images within the same viewport right? Sorry, i must be getting some things wrong here. So, i would be needing a quad-buffered enabled GPU to achieve it. Won't i need to do something like th

Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukund, I am confused why you'd want to render to two scenes on the same viewport, this is only something you'd do with interleaved or anaglyphic stereo. What type of stereo presentation does you hardware require? Robert. On Sat, Mar 19, 2011 at 6:10 PM, Mukund Keshav wrote: > Hi Robert, >

Re: [osg-users] Stereoscopy in OSG

2011-03-19 Thread Mukund Keshav
Hi Robert, Thanks a lot, Well, as you had suggested, im trying to render two views with two slave cameras. This is after modifying an example code. So, in the same window, i render two different views, a left view and a right view. Just as an example, for the below code, how do i specify that

Re: [osg-users] Stereoscopy in OSG

2011-03-19 Thread Robert Osfield
Hi Mukund, On Sat, Mar 19, 2011 at 5:05 AM, Mukund Keshav wrote: > We are using a tabletop(bench) with image being projected from the bottom. Sounds a bit like the Immersive workbench that I worked on all those years ago ;-) > We are using a method similar to the one used for Augmented Reality.

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Mukund Keshav
Hi Robert, Thanks again for the reply. > You need to calibrate the trackers for the hand and the glasses to the > coordinate frame of the display system if it's an external display > system i.e. bench/powerwall/monitor, which is what I've been assuming. > I've just realized that you could be us

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Robert Osfield
HI Mukend, On Fri, Mar 18, 2011 at 6:57 PM, Mukund Keshav wrote: > Thanks a lot. This has been really helpful. So, basically i build two > cameras(virtual cameras i mean). Yep. > One camera matching left eye intrinsics and one camera matching right eye > intrinsics. And making them separated

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Mukund Keshav
Hi Robert, Thanks a lot. This has been really helpful. So, basically i build two cameras(virtual cameras i mean). One camera matching left eye intrinsics and one camera matching right eye intrinsics. And making them separated by a certain distance. Also, in here, we intend to let the use reach

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Robert Osfield
Hi Mukund, On Fri, Mar 18, 2011 at 6:23 PM, Mukund Keshav wrote: > Wow! interesting. Could you please share how the stereo of the system was? i > mean was the -ve parallax really good? It worked well enough to be considering the limitations of the computer hardware and the display technlogy. G

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Mukund Keshav
Hi Robert, Thanks a lot for the support. Well this looks a challenging task indeed. > One of the first tasks I did with the OSG was to a proof of concept of > using a haptic glove and immersive workbench to create a interactive > virtual environment where would could pick up and touch items in

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Robert Osfield
Hi Mukend, One of the first tasks I did with the OSG was to a proof of concept of using a haptic glove and immersive workbench to create a interactive virtual environment where would could pick up and touch items in the virtual scene. This was over a decade ago ;-) Understanding how to get a ste

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Mukund Keshav
Hello Simon, Thanks for the reply. i will check and let you know. Since i don't have the hardware at my place, it will take me some time to reply. Sorry for the delay. = Hello Farshid, Thanks for the response. Well is there a mathematical relation that we can use, to obtain

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Sergey Polischuk
Hi In osg when using stereo modes there are parameter FusionDistance which set screen plane depth in scene units, so objects that closer then fusion distance will appear in front of screen, and objects that farther then fusion distance will appear behind screen. You can set this parameter through o

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Farshid Lashkari
Hi Mukund, I believe you want to adjust the fusion distance setting to create the "pop out" effect. All objects whose distance to the camera is less than the fusion distance should appear to "pop out". For example, setting the fusion distance to 10, should cause an object that is 8 units from the

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Simon Su
Hi Mukund, I have not done this with OSG... but in another VR package (FreeVR - although we used FreeVR and OSG, we used FreeVR to manage the display window), if I remember it correctly, we take the word -ve parallax literally.. :) osg::DisplaySettings::instance()->setEyeSeparation(-0.04); ^ let

[osg-users] Stereoscopy in OSG

2011-03-18 Thread Mukund Keshav
Hello Everyone, We are planning to build a virtual workbench in our project. For that, we are using LCD shutter glasses stereoscopy. The system would involve the virtual objects being projected with a -ve parallax, thus making them appear to pop out. The following link has an image. It pretty

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 physical distance between eyes OSG_SCREEN_DISTANCE physical distance between eyes and screen OSG_SCREEN_HEIGHTphysical screen height OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO OFF | ON

[osg-users] Stereoscopy in OSG

2008-02-12 Thread Renan Mendes
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 stereoscopi