Re: [osg-users] Open source projects for eye tracking
I asked Oleg Komogortsev, an eye-tracking researcher at Texas State University: here is what we use at the moment http://www.gazegroup.org/ , the quality of the results will depend on your camera hardware. But this is the best in my opinion at the moment. I briefly looked it up, and their GPL software is based on http://sourceforge.net/projects/gazetrackinglib/, which in turn is based on openCV (via emguCV .NET bindings unfortunately). However, it might provide useful pointers for new projects. Cheers, Gerwin On Fri, Aug 7, 2009 at 4:55 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi VR-experts, There is a project proposal that I'm looking into that will require real-time eye tracking using standard PC webcams. A quick search of the web suggests that there are solutions out there, including some open source ones, but as to how good they or how suitable they are for use in a cross platform C++ app (that will built on top of the OSG) I can't say without doing lots of download, building and testing. Now there is quite a bit of VR expertise in this community, a pretty decent place to asks for thoughts on best VR related technologies, so... what do you guys think about this topic? Are there good open source eye tracking libs out there that are easy to use and integrate? Thanks in advance for you thoughts/suggestions, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Could not find plugin to read objects from file X.jpg
Hi, I'm using OSG-2.8.2 version.. on Visual studio-2008 . I have a problem with loading *.jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). same problem occur while loading *.png ,*.tiff ... while for file like *.rgb ,*.osg ,it is working correctly. how can i load *.jpg ? Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15996#15996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
Hi, sorry for tht mistake now i find tht actually i don't have osgdb_jpeg.dll in the required directory...it seem tht because of tht i'm unable to load jpeg file where can i get this osgdb_jpeg.dll ??? if sb have this plz send tht to my id manrak8...@gmail.com ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15997#15997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT with FBO then copy Texture to image using PBO results in blank image.
Hi Steven, I've tried assigning the attached texture (without running the callback) to a quad in the scene and it is still blank. If your RTT texture is black without any post processing, so maybe you forgot to add any scene below your RTT camera in the scene graph? For example your scene graph can look like this: root | +--- rtt camera -- (scene) | +--- main camera -- (scene) Also check if your transformations of the rtt camera are correct. It happens sometimes, that one just don't see anything in the RTT cameras, because rtt camera is just looking in wrong direction. Oh, also to copy your processed data into an image, there exists already classes in osg, which can do this. See osg::PixelBufferObject or osg::PixelBufferDataObject. Also for any processing of your textures, it is easier to use osgPPU for that task ;) cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15998#15998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish Choudhary Sent: Saturday, August 08, 2009 6:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file Hi, sorry for tht mistake now i find tht actually i don't have osgdb_jpeg.dll in the required directory...it seem tht because of tht i'm unable to load jpeg file where can i get this osgdb_jpeg.dll ??? if sb have this plz send tht to my id manrak8...@gmail.com ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15997#15997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering
Hi, I basically got multiple images that i want to project onto the same world geometry. By comparing the normal vector of the world geometry polygon and the direction vector of the projection source i want to calculate the angle in which the projected image 'shines' onto the polygon. This is no big deal. But here is my problem: I want use this angle to decide whether one of the images should be projected onto the face. In fact i want to ensure that only the image that 'shines' most direct onto the face will be finally visible. In addition i want to use a fallback mechanism. If there is only one image that projects onto the face than it should be allowed to project onto the face although the angle might be very flat. I found this conversion http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg10267.html Approach 1: Just passing all textures and texture matrices to the shader Problem: This requires a fixed amount of projections or the shader must be recompiled each time the amount of projective images changes. Approach 2: Multipass Shading: Render the scene with a single projective texture Render the scene again with the next projective texture and so on. Combine each pass with osgPPU Problems: 1. I have no idea to do this and where to start 2. I believe it is not possible to handle the conditional projection that i described above in this approach. Maybe a neat solution for my problem. Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16000#16000 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello from New Orleans
I've added my and Robert's slides, as well as the agenda slide. Still working on the photos. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Jean-Sbastien Guay wrote: Hi all, It was great meeting all of you at the BOF. Great presentations all around, and very encouraging to see such an active community in China. I've started a page on the wiki: http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2009 Perhaps people can post their presentations in PDF or send me their presentation personally and I can post it for them. Also if anyone has photos either post them here or to the wiki, or send them to me. Also the page is missing Marc Olano's affiliation (that'll teach me not to take notes) - if someone could tell me or update the page to correct that. J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple projective textures - Conditional per Pixel Multipass rendering
I believe you can use a uniform array of samplers. This means the number of texture can be arbitrary and therefore you don't need to recompile your shader based on number of textures. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Johannes Schth wrote: Hi, I basically got multiple images that i want to project onto the same world geometry. By comparing the normal vector of the world geometry polygon and the direction vector of the projection source i want to calculate the angle in which the projected image 'shines' onto the polygon. This is no big deal. But here is my problem: I want use this angle to decide whether one of the images should be projected onto the face. In fact i want to ensure that only the image that 'shines' most direct onto the face will be finally visible. In addition i want to use a fallback mechanism. If there is only one image that projects onto the face than it should be allowed to project onto the face although the angle might be very flat. I found this conversion http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg10267.html Approach 1: Just passing all textures and texture matrices to the shader Problem: This requires a fixed amount of projections or the shader must be recompiled each time the amount of projective images changes. Approach 2: Multipass Shading: Render the scene with a single projective texture Render the scene again with the next projective texture and so on. Combine each pass with osgPPU Problems: 1. I have no idea to do this and where to start 2. I believe it is not possible to handle the conditional projection that i described above in this approach. Maybe a neat solution for my problem. Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16000#16000 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
Hi, i have downloading those dependencies and directory set accordingly but still i'm getting the same warning i.e unaable to find plugin it shows sucessful result for fomrat like .rgb, .tga but for .jpg,.png,.tif ..it shows same warning i.e unaable to find plugin . i'm using visual studio 2008 on vista.. Ididn't find osgdb_jpeg.dll in the dependencies.. In the dependencies I found file realted to jpeg like -: 3rdParty/Header folder- jpeglib 3rdParty/Library folder- libjpeg and libjpegD how can remove this warning related jpeg plugin [ also for tiff and png plugin ]??? ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16003#16003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
You have to build the OSG plugins that use those dependencies such as osgdb_jpeg.dll So you will have to re run CMake and ensure it finds the dependencies Or down load a pre-built package of OSG see the OSG web site for more details and a search of the archives of this mail list will also help __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish Choudhary Sent: Saturday, August 08, 2009 3:02 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file Hi, i have downloading those dependencies and directory set accordingly but still i'm getting the same warning i.e unaable to find plugin it shows sucessful result for fomrat like .rgb, .tga but for .jpg,.png,.tif ..it shows same warning i.e unaable to find plugin . i'm using visual studio 2008 on vista.. Ididn't find osgdb_jpeg.dll in the dependencies.. In the dependencies I found file realted to jpeg like -: 3rdParty/Header folder- jpeglib 3rdParty/Library folder- libjpeg and libjpegD how can remove this warning related jpeg plugin [ also for tiff and png plugin ]??? ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16003#16003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello from New Orleans
Added one photo. I can never recall all the wiki inline commands, so if someone else could pretty that up for me, I'd appreciate it. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Jean-Sbastien Guay wrote: Hi all, It was great meeting all of you at the BOF. Great presentations all around, and very encouraging to see such an active community in China. I've started a page on the wiki: http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2009 Perhaps people can post their presentations in PDF or send me their presentation personally and I can post it for them. Also if anyone has photos either post them here or to the wiki, or send them to me. Also the page is missing Marc Olano's affiliation (that'll teach me not to take notes) - if someone could tell me or update the page to correct that. J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ShaderGen and GL3
Hi all -- I've finally had a chance to review the ShaderGen code. If I understand correctly, this was added as a step towards eventual support for OpenGL 3. However, I'm surprised by the OpenGL 2 / GLSL 1.20 nature of the shader code, specifically the extensive dependency on built-in uniforms and predefined vertex attributes that were deprecated with OpenGL 3 / GLSL 1.30 -- even use of ftransform(). Was the author assuming the code would be ported to OpenGL 3 / GLSL 1.30 in the future? Or was the author assuming that the host would set up uniforms and vertex attributes with names identical to the old GLSL 1.20 uniform and vertex attribute names (that would be a mistake in my opinion, as uniforms and vertex attributes starting with "gl_" are reserved)? Or have a simply misunderstood the point of this code? Thanks. -- Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
VS 05 is VS 8.0, and VS 08 is VS 9.0 or at least thats what it installs as -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16007#16007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visualizing Terrain DB on web page
Hi, I would like to visualize my terrain DB constructed using osgdem on web page? Could it be possible? Is there any plug-in to do so? Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16008#16008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org