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stereo fusing trouble with caveview
Hello,
I am trying to setup head tracking in Vizard for using with our Vizwall, which is essentially a powerwall. It has intersense tracking support with infitec stereo glasses. The problem I am facing is that the stereo is not fusing properly. Also, the lighting appears to be messed up, because I see the various objects appearing dim (I know they are dim for sure because earlier they were lighted alright, when I haven't played around with head tracking thing). Code:
... viz.go(viz.STEREO | viz.FULLSCREEN) ... #defining the VizWall below frontScreenLeftX = 3.13 frontScreenRightX = 0.07 frontScreenUpperY = 2.5 frontScreenLowerY = 0.1 frontScreenZ = -2.41 UL = frontScreenLeftX, frontScreenUpperY, frontScreenZ UR = frontScreenRightX, frontScreenUpperY, frontScreenZ LL = frontScreenLeftX, frontScreenLowerY, frontScreenZ LR = frontScreenRightX, frontScreenLowerY, frontScreenZ vizWall = vizcave.Wall( upperLeft=UL, upperRight=UR, lowerLeft=LL, lowerRight=LR, name='VizWall') #Create cave object with VizWall cave = vizcave.Cave() cave.addWall(vizWall, mask=viz.MASTER) #ask vizard to update the off-axis rendering frustum based on the viewpoint from the head sensor cave.setTracker(headSensor) #setup the caveview for moving the CAVE around the virtual world cave_origin = vizcave.CaveView(headSensor) ... Also the hands are quite dim, most probably due to the wrong headlight location(/viewpoint location?). I feel the stereo fusing and the lighting problem are due to the same cause. I do not have any separate lights in my code. I think the only light vizard provides is the headlight from the viewpoint. I will greatly appreciate a quick reply/solution to my problem!! Please shoot any questions you may have. Regards. |
#2
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Hi,
Thanks for giving me some time to introspect into the problem! I have solved this problem of mine! For future reference of people who might fall in the same pit, I read this thread - http://forum.worldviz.com/showthread.php?t=1588, which discussed the exact same problem. Aside from correcting the corner coordinates of the Vizwall, I also figured that for making a CAVE-style head-tracking, I will need to either mask the headlink with something like headLink.setMask(viz.LINK_POS), or use the CaveView class, which does similar stuff. I also fixed the lighting problem thus: Code:
mylight = viz.add(viz.LIGHT) mylight.position(1.5, 1.5, 0.5) mylight.direction(1.5, 1.5, -10.0) mylight.spread(180) |
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