Re: [osg-users] Vicon tracking

2010-03-12 Thread Mel Av
Thanks for your answers. I understand the theory behind this, which means that I will need to set projection matrices for the left and right eye cameras according to my distance to the display surface. The problem is, can these cameras be retrieved and have their projection matrices modified

Re: [osg-users] Vicon tracking

2010-03-12 Thread Jason Daly
Mel Av wrote: Thanks for your answers. I understand the theory behind this, which means that I will need to set projection matrices for the left and right eye cameras according to my distance to the display surface. The problem is, can these cameras be retrieved and have their projection

Re: [osg-users] Vicon tracking

2010-03-08 Thread Jason Daly
ted morris wrote: yup, you will need to re-compute the proper frustum dynamically. To do that, you will need to know the position/orientation of sensor coordinate system is w.r.t. the 'window'. Ah, I missed the part about the stereo projector. Yes, you will need to adjust the projection

Re: [osg-users] Vicon tracking

2010-03-07 Thread ted morris
On Wed, Mar 3, 2010 at 10:56 AM, Mel Av melinos...@hotmail.com wrote: Hey all, Many thanks for your answers. The Vicon system uses a z-up coordinate system, with millimeter units. It sends x,y,z coordinates for a given tracked object(in that case the cap you are wearing) as well as rotation

[osg-users] Vicon tracking

2010-03-03 Thread Mel Av
Hey, I was wondering if anyone knows what would be the best solution for building an application where the camera is headtracked using motion captured data provided in realtime from a Vicon system in OpenSceneGraph. I can get the position and rotation of the 'real' camera (cap with infrared

Re: [osg-users] Vicon tracking

2010-03-03 Thread ted morris
I did something similar a very long time ago with OSG. I set the ModelView and Projection matrix of the SceneView directly: setProjectionMatrix( _mtx_proj ) setViewMatrix(vmtx) for model view you would calculate matrix::makeLookAt and for the projection matrix you need to compute your frustum.

Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly
ted morris wrote: OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? I'd think all you should need to do is call setViewMatrix() on the Camera node. The sticky part is usually that the tracking system's

Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly
ted morris wrote: OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? I'd think all you should need to do is call setViewMatrix() on the Camera node. The sticky part is usually that the tracking system's

Re: [osg-users] Vicon tracking

2010-03-03 Thread Mel Av
Hey all, Many thanks for your answers. The Vicon system uses a z-up coordinate system, with millimeter units. It sends x,y,z coordinates for a given tracked object(in that case the cap you are wearing) as well as rotation information in axis/angle form. The client I'm using converts this to

Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly
Hi, Mel, Mel Av wrote: 1. You have to inverse the tr*rot result first This probably comes from the fact that you're setting a View matrix, which is essentially the inverse of a model matrix. The transform in the OSG scene forms the Model matrix, which is combined with the view matrix