stereo-projection
Hello, I have question regarding stereo-projection.
I would like to produce the image for the right and left eye separately on one client, with the aid of an nvidia-quadro-card. Furthermore I would like to use a curved-screen so I need a distortion-correction and edge-blending for a multi-channel projection. Is there a chance to do this with Viziard directly? If not, I will have to use an aditional Software-tool from another vendor, which archives this based on OpenGL- and DirectX-commands directly on the render-engine. This tool seems to have a very high-performance but there is a problem. The tool takes the openGL-output of a window and warps this into the configured projection. If I want to transform the image for the right and left eye on one Client I have to calculate the images each within separate windows. If I use the command “viz.STEREO” I get one big image with the information for the left and right eye. Is there a possibility to get two separate images in stead of one? Also I’m open to other solutions regarding this problem. |
I've attached a sample script that renders the scene in stereo to a texture and displays it onto a tessellated quad. You can implement the _distortTexCoord function to return distorted texture coordinates, right now it simply returns undistorted coordinates.
Code:
import viz |
Thank you farshizoo for your reply. It seems to work very well but I had a Problem. Can you tell my why I get a complete white Screen if I use “viz.addRenderNode(size=[width,height])”? By using (size=1024,1024) it works also by viz.addRenderNode(scene = viz.MainScene). Is it ok if I use (scene = viz.MainScene)?
For my fist test I use static data’s for the texture coordinates. Have anybody a code for realtime-moving texture coordinates based on an x*x-Grid? |
By default the render node is added to the main scene, so specifying that in your code is redundant. Your graphics card might not support render textures of size [1024,1024]. Try adding the following line after you create the render node to see if it helps:
Code:
lens.setBuffer(viz.RENDER_FRAME_BUFFER) |
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