Stereo vision manager [now as a plugin]
- Thieum
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I maintain you still have some color perception with anaglyph glasses
Look at the ogre logo or the debug panel, you clearly see they are yellow or green. you don't have a monochromatic view with the glasses, but an altered view (maybe because the filters are not perfect ? or your glasses are better than mine ?)
(ok, the rest of the scene is not very colorfull)
anyway, thank you for the glsl scripts
Look at the ogre logo or the debug panel, you clearly see they are yellow or green. you don't have a monochromatic view with the glasses, but an altered view (maybe because the filters are not perfect ? or your glasses are better than mine ?)
(ok, the rest of the scene is not very colorfull)
anyway, thank you for the glsl scripts
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- Goblin
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Yellow is certainly perceptible through red/blue anaglyphic glasses, as is purple. That's not to say that these colours are passed by each eye in equal amounts - they likely aren't. Still, the brain seems to compensate.Thieum wrote:I maintain you still have some color perception with anaglyph glasses
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- Halfling
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To have stereo and color, both eyes must be able to correlate the pictures and focus on them.
For that, the parts of the picture you want to look at must be visible to both eyes, so pure red or pure cyan are right out. I suspect that if the difference is too big, it won't work either.
Of course, that may be compensated by other parts of the picture that are more similar in the two images.
For that, the parts of the picture you want to look at must be visible to both eyes, so pure red or pure cyan are right out. I suspect that if the difference is too big, it won't work either.
Of course, that may be compensated by other parts of the picture that are more similar in the two images.
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- Gnoblar
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python-ogre?
Is it possible to use this in python-ogre?
- Thieum
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I have never used Python Ogre, thus there is no bindings for the stereo manager in Python but it can be easily reimplemented in python if you understand c++ code.
However, if you want to use a polarized screen with two projectors you must use a non-official patch for ogre. And being non official, this patch is not used in Python Ogre.
But if you can use the compositor in Python Ogre (and I think you can) you can use anaglpyh (red/blue) stereo
However, if you want to use a polarized screen with two projectors you must use a non-official patch for ogre. And being non official, this patch is not used in Python Ogre.
But if you can use the compositor in Python Ogre (and I think you can) you can use anaglpyh (red/blue) stereo
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- Gnoblar
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an unofficial Patch, eh?
would you mind pointing me in the right direction towards this unofficial patch? It would be greatly appreciated.
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- Gnoblar
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is the multihead patch only needed in DX, or would that be need in linux/GL also?
i'm just guessing, actually, but is something like this about right for what's needed with quad buffer?
(if one were using GLUT ... )
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STEREO);
glDrawBuffer(GL_BACK_LEFT);
glDrawBuffer(GL_BACK_RIGHT);
+ set the stereo mode to quadbuffer in xorg.conf
i'm just guessing, actually, but is something like this about right for what's needed with quad buffer?
(if one were using GLUT ... )
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STEREO);
glDrawBuffer(GL_BACK_LEFT);
glDrawBuffer(GL_BACK_RIGHT);
+ set the stereo mode to quadbuffer in xorg.conf
- Thieum
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- Gnoblar
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Apply Patch
I am interested to use StereoManager but i am Unable to apply the patch for Multihead,can someone help me please?..or there's another simple method for stereoscopic Vision?
I've got the CVS Version of Ogre but i can not apply the file Patch.txt..i don't know how do it.
(Sorry for my bad english and for my "newbie question")
I've got the CVS Version of Ogre but i can not apply the file Patch.txt..i don't know how do it.
(Sorry for my bad english and for my "newbie question")
- Thieum
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Hi! No problem, don't worry.
You will need a program to apply the patch, I used GNU patch
Copy patch.exe in c:\windows\ (it may not be the best solution but it is the simplest)
Copy the patch in the orgrenew folder, open a command window here and use this command :
This should work fine. but i did not tested the patch on ogre 1.4.7, only on ogre 1.4.6. Can you tell me if patch reports any conflict when applying the patch ?
But you can still have red/blue anaglyph stereoscopic vision without the patch
You will need a program to apply the patch, I used GNU patch
Copy patch.exe in c:\windows\ (it may not be the best solution but it is the simplest)
Copy the patch in the orgrenew folder, open a command window here and use this command :
Code: Select all
patch -p0 -i multihead_wip2.patch
But you can still have red/blue anaglyph stereoscopic vision without the patch
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- Greenskin
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hello,
im working on a application to be ran with a head mounted display.
ive noticed this stereomanager, been able to compile it and run but it crashes on this line:
RenderTarget *rttTex = mTexture->getBuffer()->getRenderTarget();
anyone or the author has any idea why? im using lastest version of ogre..
this is the crash error i get:
---------------------------
Microsoft Visual C++ Debug Library
---------------------------
Debug Error!
Program: c:\Work\VR\Fresnel\Debug\fresnel.exe
Module: c:\Work\VR\Fresnel\Debug\fresnel.exe
File: c:\work\vr\fresnel\fresnel.cpp
Line: 432
Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
im working on a application to be ran with a head mounted display.
ive noticed this stereomanager, been able to compile it and run but it crashes on this line:
RenderTarget *rttTex = mTexture->getBuffer()->getRenderTarget();
anyone or the author has any idea why? im using lastest version of ogre..
this is the crash error i get:
---------------------------
Microsoft Visual C++ Debug Library
---------------------------
Debug Error!
Program: c:\Work\VR\Fresnel\Debug\fresnel.exe
Module: c:\Work\VR\Fresnel\Debug\fresnel.exe
File: c:\work\vr\fresnel\fresnel.cpp
Line: 432
Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.
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- Greenskin
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- Thieum
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- Greenskin
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hello,
i havent been able to get the anaglyph to work.
using the U key to change between modes only gets me thru dual output (i notice there are difference in both monitors of the eye position) and none.
i would also like to know if anyone got Ogre to work with quad stereo.
i own a ATI FirelGL 8600 and i wanted to be able to get ogre to use this mode.
i am not sure but i guess it should be better than rendering 2 cameras in two different viewports.
any ideas ?
BTW very nice work on the stereomanager !
i havent been able to get the anaglyph to work.
using the U key to change between modes only gets me thru dual output (i notice there are difference in both monitors of the eye position) and none.
i would also like to know if anyone got Ogre to work with quad stereo.
i own a ATI FirelGL 8600 and i wanted to be able to get ogre to use this mode.
i am not sure but i guess it should be better than rendering 2 cameras in two different viewports.
any ideas ?
BTW very nice work on the stereomanager !
- Thieum
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Hi!
There is indeed a strange bug with the anaglyph compositing script with directx. I have a workaround to fix this bug, but the shader would be less efficient I think. If I cant fix it, I will use the workaround (see this topic)
And the reflections are inverted when the compositor is used under opengl. with directx the reflections are ok. I still don't know why
I'm trying to fix this, but it worked fine with previous versions of ogre
I rewrote the example and I added more comments in both the example and the manager
There is indeed a strange bug with the anaglyph compositing script with directx. I have a workaround to fix this bug, but the shader would be less efficient I think. If I cant fix it, I will use the workaround (see this topic)
And the reflections are inverted when the compositor is used under opengl. with directx the reflections are ok. I still don't know why
I'm trying to fix this, but it worked fine with previous versions of ogre
I rewrote the example and I added more comments in both the example and the manager
- Thieum
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- Greenskin
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hi,
i have a big problem.
my application when running in normal mode seems to be ok and has no crash.. whenever i enable stereo rendering (dual output or anaglyph), meaning creating 2 renderwindows and all like the sample you made with fresnel it just CRASHES when uninstalling DX plugin, at the very end of the application end.
is pretty strange. i already compiled ogre again (im using VS2008) and keeps happening the same crash.
im using your patch, not the one from sinbad. im not sure which one is the most recent one.
im hoping anyone have any idea why this is happening ?
i have a big problem.
my application when running in normal mode seems to be ok and has no crash.. whenever i enable stereo rendering (dual output or anaglyph), meaning creating 2 renderwindows and all like the sample you made with fresnel it just CRASHES when uninstalling DX plugin, at the very end of the application end.
is pretty strange. i already compiled ogre again (im using VS2008) and keeps happening the same crash.
im using your patch, not the one from sinbad. im not sure which one is the most recent one.
im hoping anyone have any idea why this is happening ?
- Thieum
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Hi!
you should use the patch named "multihead_wip2.patch", it fixes the crash with alt+tab
Is there any message in the log ? Have you tried in debug mode ? Can you tell me here in the code does it crash
I don't really have any idea with is it crashing, it works fine here. Have you installed the instrumented nvidia drivers ?
you should use the patch named "multihead_wip2.patch", it fixes the crash with alt+tab
Is there any message in the log ? Have you tried in debug mode ? Can you tell me here in the code does it crash
I don't really have any idea with is it crashing, it works fine here. Have you installed the instrumented nvidia drivers ?
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- Greenskin
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- Joined: Tue Jun 26, 2007 12:20 pm
thieum,
i have some questions about stereo vision.
for my experience rendering 2 images for a head mounted display the effect of stereo wasnt impressive.
for the best effect we must count with the distance between the eyes, usually about 4cm (0.04) and using a focal plane (near) of about one meter (1).
ive tried to change values but still the effect using the HMD wasnt good enough. not much of a stereoscopic view.
with ogre what is done is offset the frustum by half of the eyespacing and set a focal plane, which is the distance to the near plane if im not mistaken. you also change the FOVy using the focallength and aspect ratio.
my question and doubt is how do we set up the stereovision to fit the different methods and what to take into account for all this different views (monitor, projection, HMD, glasses)
any help appreciated
i have some questions about stereo vision.
for my experience rendering 2 images for a head mounted display the effect of stereo wasnt impressive.
for the best effect we must count with the distance between the eyes, usually about 4cm (0.04) and using a focal plane (near) of about one meter (1).
ive tried to change values but still the effect using the HMD wasnt good enough. not much of a stereoscopic view.
with ogre what is done is offset the frustum by half of the eyespacing and set a focal plane, which is the distance to the near plane if im not mistaken. you also change the FOVy using the focallength and aspect ratio.
my question and doubt is how do we set up the stereovision to fit the different methods and what to take into account for all this different views (monitor, projection, HMD, glasses)
any help appreciated