Cool , thanks
I'm not much of a coder but the way i see this sorted and not sure if I'm
over simplifying it, but, is to do a cubic map capture then calculate the
panoramic transformations in order to get the buffer in lat long format
before sending it back to the screen, right?
The bigger issue I see is to make this also work for stereo capture, but
that's another extra step...

N.


On Mon, Oct 12, 2015 at 1:56 PM, Ben Rogall <
[email protected]> wrote:

> That's what I used to make my realtime stereo addon (before SI got it
> natively). You get the opengl state and can do what you want with it.
>
> Ben
>
> On 10/12/2015 6:16 AM, Nuno Conceicao wrote:
>
> Thanks for the tip Ben
> We will also look into the XGS Api.
>
> Cheers
>
> N.
>
> On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall <
> [email protected]> wrote:
>
>> I think this should all be doable with the Softimage graphic sequencer
>> (XGS) API.
>>
>> Ben
>>
>> On 10/11/2015 5:27 PM, Nuno Conceicao wrote:
>>
>> Thanks guys, about the dome master its really nice and we actually based
>> our arnold panoramic shader on the domemaster code.
>> The issue is really the animators/previz , they need some fast turnaround
>> way of creating the panoramic previews, so we really looking for something
>> quick done with opengl that spits out a .mov.
>>
>> Cheer
>>
>> On Sat, Oct 10, 2015 at 8:12 PM, Jason S < <[email protected]>
>> [email protected]> wrote:
>>
>>> Oh! responded (about Domemaster) before reading the last post :)
>>>
>>>
>>> On 10/10/15 15:10, Jason S wrote:
>>>
>>>  You might also explore the possibility of creating like a scene wide
>>> (ice) bulge deformer constrained to the camera.
>>>
>>> For the shader side, did you use this?
>>>
>>> https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
>>>
>>> If not, it also seems to include some form of realtime preview,
>>>
>>>
>>>
>>> On 10/09/15 17:07, Matt Lind wrote:
>>>
>>> You can write a shader for use in the realtime viewport, or custom
>>> display host.  Between the two graphics library choices, I would go with
>>> OpenGL because DirectX inside of Softimage is quite flakey/buggy and only
>>> supports DirectX 9, possibly 10.
>>>
>>> OpenGL shader performance inside of the Softimage realtime viewport is
>>> not efficient.  There is as much as 20% overhead just for querying the
>>> scene to determine what needs to be shaded even before shading computations
>>> begin. That's another way of saying don't expect grandiose interactive
>>> performance on moderately complex scenes.  If the scene gets complicated
>>> enough, you'll get better performance with mental ray, which can most
>>> definitely do the panoramic thingy.
>>>
>>> The custom display host is a different ballgame as it's more of
>>> standalone app plugged into the Softimage UI with minimal communication
>>> pipeline between your app and Softimage.  You can get excellent performance
>>> writing OpenGL shaders here, but you'll have little interaction with the
>>> scene due to the lack of information Softimage feeds to the custom display
>>> host. You'll get basic keyboard and mouse feedback, camera movements, plus
>>> high level commands executed by the user, but if you need to know what
>>> happens in the construction history of a given object or need to drill down
>>> to get more details, you'll be largely blocked and have to figure out your
>>> own hack to do those things.
>>>
>>>
>>> Matt
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Date: Fri, 9 Oct 2015 18:29:37 +0100
>>> From: Nuno Conceicao <[email protected]>
>>> <[email protected]> <[email protected]>
>>> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
>>> To: No name <[email protected]>
>>> <[email protected]>
>>>
>>> Hi again, never got any reply about this subject and was wondering if
>>> anyone on the list knows assuming I get someone with some good coding
>>> experience if its possible to actually write a plugin/viewport shader or
>>> whatnot in order to enable the possibility of doing panoramic (up to 360
>>> degree) realtime previews.
>>> Also what would be the actual way of doing this, is it possible through
>>> the
>>> Opengl or Direct3D viewport by using some kind of hack of writing a
>>> buffer
>>> into a quad in camera space (post effect) or by creating an actual
>>> viewport
>>> plugin?
>>> Any documentations/tips on how to sort this?
>>>
>>> Maybe Raph, if you are still around in the list could you share some
>>> thoughts please?
>>>
>>> The reason is that we are doing some projects that involves panoramic
>>> renders and its a pain in the arse/ time consuming process to use camera
>>> rigs to capture a panorama and then stitching all this together in one
>>> seamless video which only gives an approximation to what the exact
>>> result
>>> should be.
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>

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