Re: [osg-users] left/right alternating stereo

2015-01-23 Thread Francesco Argese
Hi,

I have a NVidia Quadro video card and I have resolved using Quad Buffer after 
configuring NVidia Control Panel correctly for stereo visualization.

Thank you!

Cheers,
Francesco


Francesco Argese

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Re: [osg-users] left/right alternating stereo

2015-01-20 Thread Robert Osfield
Hi Guys,

I haven't ever worked with alternating stereo - all my work has been with
side-by-side, quad buffer and HMD's. There is chance that the
driver+graphics hardware might support alternating stereo, I'd expect
something like you app sets up quad buffer stereo and the hardware
coordinates sending the appropriate left/right buffer out.  The spanner in
the works is that NVidia has restricted quad buffer stereo support to their
Quadro line.  Perhaps others will have experience on this side.

Another approach, and entirely OSG side one, would be to set up the stereo
using an osgViewer slave Camera configuration where you have a left and
right slave Camera that share the same graphics context, viewport and
subgraph but have their NodeMask toggled on/off on alternate frames so
there is only one Camera actually drawing to the current frame.  The next
bit is the awkward part - you need to sync the frame rate to 120hz and to
sync the left/right toggle so that the appropriate Camera is toggled for
the correct frame, if you get it wrong then they'd get out sync.  You'd
need make sure that you app hits 120hz every frame otherwise it'll get out
sync.

In svn/trunk and OSG-3.2.x there is a osgViewer/config collection to
provide examples of different slave Camera configurations, and stereo is
set up for them in src/osgViewer/View.cpp, have a look at the
assignStereoCamera(..) as this will flesh out how one sets up slave
Camera's to do stereo for you.

A refinement of the above approach might be to create your own quad buffer
style buffer that you render to - i.e. a side by side offscreeen graphics
context (pbuffer) with two side-by viewports that is also double buffered
in some way, and then have another shared context that reads from the side
by by side pbuffer when rendering.  The first context would run at it's own
frame rate, when the second one that actually renders to the display would
be locked at 120hrz.  I really don't know if this could be made to work, in
effect it'd be replicating quad buffer stereo.

The sync with the display is something you'd want to look at, if the video
players you've looked are open source then looking the code would be
helpful.

Robert
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Re: [osg-users] left/right alternating stereo

2015-01-20 Thread simon
 Hi Guys,

 I haven't ever worked with alternating stereo - all my work has been with
 side-by-side, quad buffer and HMD's. There is chance that the
 driver+graphics hardware might support alternating stereo, I'd expect
 something like you app sets up quad buffer stereo and the hardware
 coordinates sending the appropriate left/right buffer out.  The spanner in
 the works is that NVidia has restricted quad buffer stereo support to
 their
 Quadro line.  Perhaps others will have experience on this side.

I tinkered around for a bit a while ago. Assuming your on Linux

Nominally you'd use the 'Xorg.conf' to define which stereo mode you are
using when rendering quad buffer output. This is obviously the best method
as it offloads the L/R frame switching to the GFX card, and thus doesn't
really matter if your application can't keep up.

See 'Option Stereo integer'
http://us.download.nvidia.com/XFree86/Linux-x86/173.14.12/README/appendix-b.html



If you don't have a quad buffer capable card there is a LD_PRELOAD/shim
which you might like to try:
https://code.google.com/p/stereowrap/

This requires a nice fast computer to actually achieve target frame rate
(120Hz for DLP stereo projection).



If you are looking to recompile, then you might even linking against
'libgls' which also fakes up the quadbuffer.
http://libgls.sourceforge.net/

This lib also includes some signalling code, which uses the first line of
display to trigger display to automatically go into 3D mode.

Cheers,
Simon.


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Re: [osg-users] left/right alternating stereo

2015-01-19 Thread Andrea Martini
Hi,
i have the same problem 
I have a system where graphic board (nvidia K5000) must be setted to 60Hz, and 
a projector able to go to 120Hz (between graphic card and projector there are 2 
devices that work only to 60 Hz).
To visualize stereo 3D, this system uses a player like butterfly3D (or BINO, 
http://bino3d.org/doc/bino.html#Overview-1). It loads a syde-by-syde left-right 
movie (60 Hz) and sends an alternating left-right (60Hz) to projector. The 
projector (Vivitek D5380U), receives a 60Hz input signal and visualizes a type 
of stereo (like quad buffer) at 120Hz. It seems to duplicates the frequency. 
Using Bino, stereo works (quite correctly).
I would like to visualize OSG application in stereo mode (using the same 
approach), on this system.
My question is :
If i use quadbuffer stereo forcing frequency to 60 Hz, do i get the same 
result? This becouse i have no side by side source. So i suppose that with a 
slow quad buffer, i can simulate the alternating output to projector.
Is it possible to force quadbuffer to 60Hz?
On a common workstation with nvidia quadro 600, using a 60Hz monitor and use 
quadbuffer stereo, i see the alternating frames slower than on 120 Hz monitor. 
This is the reason for forcing the quadbuffer to 60Hz.
I try to direct execute quadbuffer on the system with openscenegraph 
application, but i don't see the alternating images (i get also an error : 
detect OpenGL error 'invalid operation' at after RenderBin::draw(...).
I see a single image (like mono view).

Thank you!

Cheers,
Andrea

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[osg-users] left/right alternating stereo

2015-01-19 Thread Francesco Argese
Hi,

does OpenSceneGraph supports left/right alternating stereo as output?

I'm working on a system where I need to set this type of stereo because side by 
side stereo doesn't work on it but I have found working this type of stereo 
that is available on Bino open source video player. This type of stereo is 
described at the following link among supported output techniques: 
http://bino3d.org/doc/bino.html#Output-Techniques

Does exist in OpenSceneGraph a similar type of stereo?

Thank you!

Cheers,
Francesco


Francesco Argese

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