Re: [osg-users] [ANN] MS Kinect - official drivers available
The body tracking component is actually part of NITE [1], which is not open source, but currently PrimeSense is giving away a free licence. Christian. [1] http://www.primesense.com/?p=515 On Mon, Jan 10, 2011 at 5:27 PM, Serge Lages serge.la...@gmail.com wrote: Hi, On Mon, Jan 10, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote: On 1/10/2011 3:16 AM, Serge Lages wrote: Hi, Here are our last experiments with Kinect : http://vimeo.com/18500457 Thanks to osgBullet for the physics ! Cheers, Nice, thanks for posting that. Well done. What body tracking software are you using? Is it open source? Thanks, we are using OpenNI : http://www.openni.org/ It's open source yes, and it works pretty well. -- Serge Lages http://www.tharsis-software.com ___ 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] [ANN] MS Kinect - official drivers available
Current Kinect drivers (libfreenect, SensorKinect) already expose the 640x480 depth map and the NITE skeleton tracker probably already uses this. The news about increased resolution is solely related to the data as used by Xbox games which are currently limited to 320x240 resolution, as far as I know. Christian. On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner christian.buch...@gmail.com wrote: Definitely nice! But to be really useful, the skeletton should include head position and possibly rotation and the angles of hand and feet. Then the motion could be realistically mapped onto a 3D avatar. I heard news that the resolution of Kinect might be increased to 640x480 by firmware update (some additional compression on the USB link). Then this might be feasible. Christian ___ 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] [ANN] MS Kinect - official drivers available
It runs on Linux and Windows, but OpenNI and hence the modified driver doesn't support Mac OS yet. Christian. On Sat, Dec 18, 2010 at 10:05 PM, Torben Dannhauer tor...@dannhauer.info wrote: Hi Jan, I agree. Here is the journal article I talkes about http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html This is the article translated by google: http://translate.google.com/translate?u=http%3A%2F%2Fwww.heise.de%2Fopen%2Fmeldung%2FOffizielle-Open-Source-Treiber-fuer-Kinect-1152510.htmlsl=detl=enhl=deie=UTF-8 Does the non-openNI Driver work on win, Linux and Mac? Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34964#34964 ___ 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] [ANN] MS Kinect - official drivers available
I've used the OpenNI framework and it doesn't work with the Kinect out of the box. The reason for that is that OpenNI targets PrimeSense's reference platform, not the Kinect, which is a product based on it and not actually produced by PrimeSence, as far as I know. However, some people have already modified the drivers to recognise the Kinect and use it with OpenNI [1]. To use it, first install that modified driver and then the normal OpenNI. The sample applications of OpenNI then recognise the Kinect. PrimeSense also distribute NITE, which is a closed source package that extends OpenNI with a pretty good skeleton tracker and a few other nice things. Christian. [1] https://github.com/avin2/SensorKinect/tree/master/Bin (Windows only, but build general build instructions inside) On Thu, Dec 16, 2010 at 7:59 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi dimi, Primesense produces the MS Kincect product. In germany there is a very famous publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT) They reported a lot regarding MS Kinect and the open source drivers. They also reported the release of the openni drivers. I haven't tested it yet because I'll buy it as a christmas gift to myself next week (yes, sometimes christmas is a great plea :D ) But regarding the journal qualities of heise, I'm absolutely sure it will work out of the box. I can give feedback in two weeks :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34906#34906 ___ 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] Compilation Process of OSG Programs IDE Questions for OSG
This is not related to OSG, please refer to the Qt website at http://qt.nokia.com/products/developer-tools/. Christian. On Mon, Jun 21, 2010 at 5:17 PM, nikhil raprolu simha r.nikhilsi...@gmail.com wrote: Hi, how to use qt creator? Thanks in advance Cheers, nikhil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29218#29218 ___ 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] Quad buffered stereo?
For what it's worth, I got quad-buffered stereo (osg 2.9.6) working with Qt 4.6. My implementation is based on the AdapterWidget in the osgviewerQT example with the following addition: Widget::Widget(QWidget* parent, const QGLWidget* shareWidget, Qt::WindowFlags flags) #ifdef SUPPORT_QUADBUFFER : QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer | QGL::Rgba | QGL::StencilBuffer | QGL::AlphaChannel | QGL::StereoBuffers), parent, shareWidget, flags) #else // without quad-buffered stereo : QGLWidget(parent, shareWidget, flags) #endif // ... Hope this helps, Christian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Err Compiling cudakernel
Are you sure it's the Microsoft compiler that is complaining, and not Nvidia's CUDA compiler (nvcc)? You'll have to set up paths for it separately, e.g. using the CUDA build rule. Hope this helps. Christian. On Thu, Mar 25, 2010 at 4:01 PM, Allen Saucier allen.sauc...@itt.com wrote: Hi, I have received these errors when compiling cudakernel. Does anyone know what might be the problem? I am on windows using MSVS 2005 and I know that my gl.h file is w/in my include header path yet for some reason it is not being found - or read. The MSVS 2005 tells: 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error: identifier glLoadMatrixf is undefined 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(94): error: identifier glLoadMatrixd is undefined 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(95): error: identifier glMultMatrixf is undefined 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(96): error: identifier glMultMatrixd is undefined 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(131): warning: field of class type without a DLL interface used in a class with a DLL interface 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(133): warning: field of class type without a DLL interface used in a class with a DLL interface 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(162): warning: field of class type without a DLL interface used in a class with a DLL interface 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(164): warning: field of class type without a DLL interface used in a class with a DLL interface 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/DisplaySettings(241): warning: field of class type without a DLL interface used in a class with a DLL interface 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(121): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(124): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(141): error: variable GLuint is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(174): error: variable GLuint is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(203): error: variable GLuint is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: variable GLuint is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(206): error: variable GLenum is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(207): error: variable GLuint is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: variable GLboolean is not a type name 1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: variable GLuint is not a type name Thanks! Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26134#26134 ___ 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] [osgPPU] Ploblems with anaglyph stereo rendering
Dear all, I have been trying to apply osgPPU for stereo rendering and that appeared to work. However, when I took a closer look at the anaglyph rendering of the osgppu_dof example (run it with --stereo), I noticed that it does not work as expected (running the osgPPU pipeline on both views, then applying anaglyph), even though it kind of looks plausible. What happens instead is that the left render pass executes the pipeline on a red cow (osg uses colormasks for rendering the anaglyph). In the second pass, osg additionally renders the cyan parts into the same input texture and runs the right pipeline pass based on it. For the second frame, the input texture is still the previous anaglyph with updated red-channel. Both passes are using the correct depth buffer for their view. This problem is bugging me, as the same stereo pipeline works correctly with quad-buffered stereo. I think the fix would be to render both left and right views in full colour and then combine them in a shader to compute the final anaglyph image. This way it would also be possible to support other types of anaglyph, such as red-blue, green-magenta [1] or blue-amber [2], which may not be easily implemented using RGB colour masks. My question is: would this be a useful modification of osg? What do other people think? Thanks, Christian. [1] http://www.3dglassesonline.com/trioscopics/ [2] http://www.colorcode3d.com/Home.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Problems with resizing
Hey Mick, That looks useful thanks a lot! To be honest, I was a bit surprised that textures could be resized by simply calling setTextureSize(…). I was wondering why one doesn’t have to reallocate them with the new size. Anyway, thanks :) Christian. On Mon, Feb 8, 2010 at 8:48 AM, Mick Keller mick@googlemail.com wrote: Hi Art! art wrote: I think we have to investigate the main osg code, since it seems that dynamic resizing of FBOs and its attached textures isn't well supported, but I am not sure. I'm not sure if this addresses your problem exactly (I'm not very familiar with osgPPU): If I need to adapt my viewport and to resize my RTT-textures I use something like this: Code: _cam-setCullCallback( new fboAttachmentCullCB( this ) ); void fboAttachmentCullCB::operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* fboCam = dynamic_castosg::Camera*( node ); osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv); if ( fboCam cv) { cv-getCurrentRenderBin()-getStage()-setFrameBufferObject(NULL); // reset frame buffer object - see RenderStage::runCameraSetUp for details, the fbo has to be created again cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp( true ); // we have to ensure that the runCameraSetUp will be entered! } traverse(node,nv); } Best regards, Mick[/code] SVT Group -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23792#23792 ___ 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] [osgPPU] Problems with resizing
Hi there, I have been trying to extend the osgppu_viewer to allow resizing of the viewer window, similarly to the discussion at http://forum.openscenegraph.org/viewtopic.php?t=3693. However, I'm not making any progress and already wasted way too much time on this. The problem is that I cannot set the camera's viewport without everything going funny. This following code is called by a custom osg::GraphicsContext::ResizedCallback on every resize: Code: void Viewer::resize(const int width, const int height) { osgDB::writeObjectFile(*_processor, pre-resize.ppu); // resize textures if(_colorTexture.valid()) _colorTexture-setTextureSize(width, height); if(_depthTexture.valid()) _depthTexture-setTextureSize(width, height); // new viewport Viewport* vp = new Viewport(0, 0, width, height); // update camera Camera* camera = getCamera(); double fovy, aspect, znear, zfar; camera-getProjectionMatrixAsPerspective(fovy, aspect, znear, zfar); camera-setViewport(vp); // ??? camera-setProjectionMatrixAsPerspective(fovy, width / (double)height, znear, zfar); // force processing pipeline to update _processor-onViewportChange(); _processor-dirtyUnitSubgraph(); _unitOut-setViewport(vp); // update all units' viewports etc. NodeVisitor nv(NodeVisitor::TRAVERSE_ALL_CHILDREN); _processor-accept(nv); osgDB::writeObjectFile(*_processor, post-resize.ppu); } For testing, I'm using the depth-of-field pipeline from osgpp_dof on cow.osg. The viewports of all units appear to be resized correctly, as can be verified by comparing the before/after saved .ppu-files. However, the displayed results are not correct. When I comment out the line marked with ???, I get the pipeline to fill the window (with correct aspect ratio), but only in the original resolution (here: 640x480; without line.jpg attachment): [Image: http://img210.imageshack.us/img210/6479/withoutline.th.jpg ] (http://img210.imageshack.us/i/withoutline.jpg/) And when I set the camera's viewport, the viewer only shows the bottom-left 640x480 pixels of _unitOut's texture (with line.jpg attachment): [Image: http://img13.imageshack.us/img13/1299/withline.th.jpg ] (http://img13.imageshack.us/i/withline.jpg/) Any help is appreciated :) Thanks, Christian. Edit: message was corrupted. Edit2: Using imageshack instead of attached images. PS: Due to several issues while posting the original message, it was not sent to the mailing list. This is a repeat, so that it's also sent to the mailing list (hopefully). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23768#23768 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility
If you could find out what causes this behaviour, so it would be very cool. I don't think I can work this out, sorry. Christian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer in stereo mode
Hi all, Has this been implemented yet, in osgPPU or elsewhere? If not, is this still the recommended way of doing this? Thanks, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23095#23095 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility
Hi there, Just played around with the latest version of osgPPU and had to fix a few shaders in order to get it working on my ATI card. A diff is attached – please merge into trunk :) Keep up the good work! Thanks, Christian. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23097#23097 Attachments: http://forum.openscenegraph.org//files/osgppu_fixesdiff_198.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org