Re: [osg-users] parameters

2010-08-10 Thread Ricky Flintoff
Hi Robert,

So there is no way I can capture focal length effects in OSG using the 
Prespective projection matrix?

Thank you!

Cheers,
Ricky

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Re: [osg-users] parameters

2010-08-08 Thread Ricky Flintoff
Hi,

I am a little confused now. I was wondering if I can do this now: 
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=211014

Thank you!

Cheers,
Ricky

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[osg-users] parameters

2010-08-05 Thread Ricky Flintoff
Hi,

I wanted help with setting these five camera parameters: focal length, f, the 
location of the image in pixel coordinates (o_x, o_y), the effective pixel size 
in the horizontal and vertical direction (s_x, s_y)? How can I set these is 
osg??

Thank you!

Cheers,
Ricky

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[osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

I have a quick question. I looked up online on setting camera intrinsics (5 
parameters, including radial distortion). Would I be using 
viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
 Also, can I do this (with a different matrix) before rendering each frame? 

Thank you!

Cheers,
Ricky

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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Thank you! I am essentially changing the view (using setViewMatrix) before 
rendering each frame. With each new view matrix, I have a different set of 
intrinsic parameters and I was wondering if I can set those again. In essence, 
can I repeatedly change intrinsic parameters of the camera?


Keith Parkins wrote:
 Use camera-setProjectionMatrix(intrinsic_parameter_matrix);
 
 Not sure what you are trying to do with respect to the other question
 you have.
 
 On Tue, 27 Jul 2010, Ricky Flintoff wrote:
 
 
  Hi,
  
  I have a quick question. I looked up online on setting camera intrinsics (5 
  parameters, including radial distortion). Would I be using 
  viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
   Also, can I do this (with a different matrix) before rendering each frame?
  
  Thank you!
  
  Cheers,
  Ricky
  
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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

Oh wow! Thank you very very much!

Thank you!

Cheers,
Ricky

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Re: [osg-users] Camera intrinsics

2010-07-27 Thread Ricky Flintoff
Hi,

Sorry! I have a couple of more questions. Whats _near and _far? Also, is there 
any reference for these equations?

Thank you again for your tremendous help. 

Cheers,
Ricky

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[osg-users] osg camera : setting view matrix

2010-07-25 Thread Ricky Flintoff
Hi,

I have a quick question regarding reference frames. 
I was reading this: 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControl
If I am correct, by rotating -90 on X axis, I am transforming from (X pointing 
to the right, Y looking up,  Z pointing out of the screen) to (X pointing to 
the right, Y pointing into the screen,  Z pointing up).

Thank you!

Cheers,
Ricky

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Re: [osg-users] osg camera location

2010-07-14 Thread Ricky Flintoff
Hi,

Thank you for the reply! 
I understand that I need to set the view matrix at each frame and that's 
exactly what I am going for. However, my problem has been to find out how the 
model is set up. In other words, where is it placed in terms of camera 
coordinates? If I am right, from the looks of it, it is placed in the center? 

What I am going for is basically this: I want to keep the model stationary, 
but move the camera (view matrix) around and capture snapshots of the model 
from different locations. I want to hard code the view matrices, but I cannot 
fathom how I can place them. I am used to transforming the object and keeping 
the camera fixed (OpenGL way). Any suggestions to what I can do? 

Thank you!

Cheers,
Ricky

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[osg-users] osg camera location

2010-07-11 Thread Ricky Flintoff
Hi,

I have a question regarding the transformation matrix of the viewer. What is 
the default? I mean, when just loading the osg file and then displaying using 
viewer.run, what are the matrices? How does osg render it?  I am used to 
explicity transforming the object from the viewer reference, however, osg does 
it for me. I don't seem to fathom where does it keep the object and the 
camera. 

Thank you!

Cheers,
Ricky

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Re: [osg-users] Screeshots from multiple cameras/views

2010-06-25 Thread Ricky Flintoff

Tom Pearce wrote:
 Ricky,
 
 Based on the code you posted, you're taking a screenshot every frame - and 
 from the same position, no less.  You're creating the same matrix each time, 
 and thus setting the view matrix to be identical each frame.  Then you're 
 doing file I/O that is the exact same too.
 
 When I ran your code without doing all of this on every frame (i.e. returning 
 after the first frame or two) everything seemed to work.  In fact, I also ran 
 it exactly as you'd posted it, and it still executed without error, just very 
 slowly.  I'm not sure where the seg faults are coming from but perhaps you're 
 just bogging stuff down too much since the code isn't really doing something 
 you actually want it to do...?  In principle I don't see a problem with 
 moving the camera from one view to another and taking a picture from two (or 
 more) points - but the way it is set up right now isn't right.  At least, not 
 as I see it.
 
 Cheers,
 Tom

Thank you very much for running my code. I have decided to attack the problem 
by rendering the scene graph and then changing the view matrix in order to 
capture scene from different views. Also, when you ran my code, did you see the 
cow moving or rotating? I just wanted to make sure that you saw that. 
Again, thank you very much for your help.

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Re: [osg-users] Screeshots from multiple cameras/views

2010-06-25 Thread Ricky Flintoff
Hi Robert,

robertosfield wrote:
 Hi Ricky,
 
 On Tue, Jun 22, 2010 at 3:54 AM, Ricky Flintoff  wrote:
 
  Thank you very very much for your suggestion! I actually ran into another 
  problem with the code. I tend to get segmentation faults. My idea was to 
  take multiple pictures as I changed the position of my camera.
  Any way I can get rid of these seg faults?
  
 
 This isn't something we can answer - it's your code, it's your crash,
 we know nothing about what might be causing it.  To get rid of seg
 faults you have use a debugger and work what is going wrong.
 
 Robert.
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Thanks a lot! Also, I was wondering if you know any good debugging tools for 
linux/osg? 
Thanks,
RIcky

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Re: [osg-users] Screeshots from multiple cameras/views

2010-06-21 Thread Ricky Flintoff
Hi,

As a solution, I decided to change the viewpoint of the camera and then take 
pictures as I change the viewpoint. However, with the code I have, it's really 
slow (cow rotates very slowly) Any suggestions or ways I can over come this 
problem?


Code:
 
//capture an image of the scenegraph
class CCameraPostDrawCallback: public osg::Camera::DrawCallback {
public:
CCameraPostDrawCallback(const int cX, const int cY, const int w,
const int h, const std::string str) {
centerX = cX;
centerY = cY;
width = w;
height = h;
fileName = str;
}

void operator () (const osg::Camera cam) const {
//take a picture of the scene
osg::ref_ptrosg::Image screenShot = new osg::Image;
screenShot-readPixels(centerX, centerY, width, height, GL_RGB, 
GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*screenShot, fileName);
}
private:
int centerX;
int centerY;
int width;
int height;
std::string fileName;
};

osg::Node* CreateScene() { //add rendering modifications
//load the osg model
osg::Node* loadedModel = osgDB::readNodeFile(cow.osg);
return loadedModel;
}

int main(int argc, char *argv[]) {
osgViewer::Viewer viewer;
viewer.setSceneData(CreateScene());
viewer.getCamera()-setProjectionMatrixAsPerspective(60., 1., 1., 100. );
viewer.setUpViewInWindow(0, 0, 500, 500);

//create a matrix to specify a distance from the viewpoint.
osg::Matrix trans;
trans.makeTranslate(0., 0., -12.);

//Rotation angle (in radians)
double angle(0.);
while (!viewer.done()) {
viewer.getCamera()-setPostDrawCallback(new CCameraPostDrawCallback(0, 
0, 500, 500, screenshot.jpg));

//Create the rotation matrix.
osg::Matrix rot;
rot.makeRotate(angle, osg::Vec3(1, 0., 0.));
angle += 0.01;
viewer.getCamera()-setViewMatrix(rot * trans);
viewer.frame();
}
}




 
Thank you!

Cheers,
Ricky

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Re: [osg-users] Screeshots from multiple cameras/views

2010-06-21 Thread Ricky Flintoff
Hi,

Thank you very very much for your suggestion! I actually ran into another 
problem with the code. I tend to get segmentation faults. My idea was to take 
multiple pictures as I changed the position of my camera. 
Any way I can get rid of these seg faults?
Thank you!

Cheers,
Ricky

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[osg-users] Screeshots from multiple cameras/views

2010-06-19 Thread Ricky Flintoff
Hi,

I am new to OSG. I have gone through several example code, tutorial and the OSG 
quick start guide in order to understand OSG functionality. My goal is to 
essentially produce a framework that researchers could use to evaluate object 
tracking algorithms. 
In order to successfully accomplish this, I want to create a setup that allows 
user to render their models and take screen shots from several different angles 
of their models. 
I have been able to accomplish this with a single camera. However, I am having 
a hard time with the next step: creating multiple cameras (should I be using 
multiple cameras or a master-slave system?) in the scene and taking screen 
shots from there. Is there any tutorial that specifically addresses this? I 
couldn't find it. Any help on this would be great!

Thank you!

Cheers,
Ricky

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