WorldViz User Forum  

Go Back   WorldViz User Forum > Vizard

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 06-01-2009, 09:22 PM
Brett Lindberg Brett Lindberg is offline
Member
 
Join Date: Jul 2008
Posts: 18
Wide-angle view

Is there a smooth way in Vizard to generate a wide view FOV (say, greater than 180 degrees?)

I'm trying to "unwrap" a spherical panoramic view into a quad, but I can't get it right: if I set FOV greater than 90, it messes everything up. I've tried to get around this by compositing four 90-degree views, but there is significant distortion at the boundaries.

What I'd like is a wide, short view (say 4:1, across the top of the window), rendering the a 360 panorama of same scene as the normal main view.
Reply With Quote
  #2  
Old 06-11-2009, 12:30 PM
Jeff Jeff is offline
WorldViz Team Member
 
Join Date: Aug 2008
Posts: 2,471
Have you gotten any further with this? I'll check with our dev team to see if they have some suggestions.
Reply With Quote
  #3  
Old 07-15-2009, 01:13 PM
Brett Lindberg Brett Lindberg is offline
Member
 
Join Date: Jul 2008
Posts: 18
Haven't gotten it to work yet: trying to make a bunch of very narrow views stuck close together, but this isn't that great a solution, because I want to be able to get coordinates.
Reply With Quote
  #4  
Old 07-15-2009, 05:31 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
You need to render multiple views to a texture and then render the textures to the screen using either an undistortion mesh or shader. There should be examples on the forum for rendering views to a texture.
Reply With Quote
  #5  
Old 08-20-2009, 09:05 PM
Brett Lindberg Brett Lindberg is offline
Member
 
Join Date: Jul 2008
Posts: 18
I hacked my way around and came up with this: draws 40 windows across the top of the window. I could render to texture, and make one window, but would that be a lot better?

Code:
import viz
import math

class PanoWindowGroup:
	def __init__(self, SubWins=40, windowHeight=0.3, vertFOV=90):

		
		self.numSubWins = SubWins
		
		self.winHeight = windowHeight
	
		self.winFOV = 360.0/self.numSubWins
		
		self.vFOV=vertFOV
		self.sizeRat = 1.0/self.numSubWins
		
		self.size = (self.sizeRat, self.winHeight)
		
		self.subWinArr = []

#experimentally derived sub-window FOV ratio:		
#		self.subWinFOVrat =  4.3015/(pow(self.numSubWins,1.113))
		
		for i in range(self.numSubWins):
			scrPos = ((i*self.sizeRat),1.0)
			direction = i*self.winFOV-60.0
			print "Direction= ", direction
			subWin = PanoSubWindow(scrPos, self.size, direction, self.winFOV, self.vFOV, self.subWinFOVrat )
			self.subWinArr.append(subWin)


class PanoSubWindow:
	

	def __init__(self, scrPos, sizer, direction, winFOV, vFOV, sWFR, viewPos=[0,0,0]):	
		print "Inputs: ", "scrPos= ", scrPos, " sizer= ", sizer, "direction= ",direction, "winFOV= ", winFOV, "vFOV= ", vFOV
		self.vFOV = vFOV
		self.size = sizer
		self.subwindow = viz.addWindow(pos=scrPos, size=sizer)
		self.subwindow.visible(0, viz.SCREEN)
		self.subWinFOVrat = sWFR

		self.subview = viz.addView()
		self.subview.setPosition(viewPos)

		self.subview.setEuler([direction,0,0])
		self.subwindow.setView(self.subview)

#		self.subwindow.fov(self.vFOV, self.subWinFOVrat)
		self.subwindow.fov(self.vFOV, 0.075)
Reply With Quote
  #6  
Old 08-29-2009, 01:14 PM
Brett Lindberg Brett Lindberg is offline
Member
 
Join Date: Jul 2008
Posts: 18
Take 3: how do I render multiple views to one texture?
There's only one example on the forums: http://forum.worldviz.com/showthread.php?t=2003, but that's only for one view.
Reply With Quote
  #7  
Old 09-03-2009, 06:05 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
For each view, you would create a separate render node and render texture. You would then apply all the render textures from each view to a separate texture unit of a quad. Finally, you would apply a fragment shader on the quad that performs the undistortion using the different textures. I can provide some sample code that sets this up if you like, but you would still need to come up with your own shader code that performs the undistortion.
Reply With Quote
  #8  
Old 09-03-2009, 07:25 PM
Brett Lindberg Brett Lindberg is offline
Member
 
Join Date: Jul 2008
Posts: 18
A sample to get started would be great: the shader stuff should be doable.
Reply With Quote
  #9  
Old 09-04-2009, 04:57 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
Here is a sample script. The shader simply averages the image from each pass, you will need to replace that with your own shader code.
Code:
import viz
viz.go()

FRAG = """
uniform sampler2D Pass1;
uniform sampler2D Pass2;
uniform sampler2D Pass3;
uniform sampler2D Pass4;

void main()
{ 
	vec4 p1 = texture2D(Pass1, gl_TexCoord[0].xy);
	vec4 p2 = texture2D(Pass2, gl_TexCoord[0].xy);
	vec4 p3 = texture2D(Pass3, gl_TexCoord[0].xy);
	vec4 p4 = texture2D(Pass4, gl_TexCoord[0].xy);
	
	//TODO: Combine texture from each pass
	gl_FragColor = (p1+p2+p3+p4) * 0.25;
}
"""

def CreateRenderPasses():
	
	renderPass = []
	uniforms = []
	
	#Create post render pass that combines all passes
	postRenderPass = viz.addRenderNode()
	postRenderPass.setHUD(-1,1,-1,1,renderQuad=True)
	postRenderPass.setOrder(viz.POST_RENDER,-1)
	
	#Create each pass
	for x in range(4):
		
		#Create render texture
		renderTexture = viz.addRenderTexture()
		
		#Apply to post render pass
		postRenderPass.texture(renderTexture,unit=x)
		
		#Create uniform for texture unit
		uniforms.append(viz.addUniformInt('Pass'+str(x+1),x))
		
		#Create render node to render texture
		renderNode = viz.addRenderNode()
		renderNode.attachTexture(renderTexture)
		renderPass.append(renderNode)
		
	#Apply shader
	shader = viz.addShader(frag=FRAG,uniforms=uniforms)
	postRenderPass.apply(shader)

	#Set rotation offset of each render pass
	renderPass[0].setEuler(-30,0,0)
	renderPass[1].setEuler(-10,0,0)
	renderPass[2].setEuler(10,0,0)
	renderPass[3].setEuler(30,0,0)
	
viz.add('gallery.ive')

CreateRenderPasses()
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
View nlfrnassimi Vizard 0 03-17-2009 02:01 AM
View nlfrnassimi Vizard 4 03-12-2009 05:25 AM
problem with stereo mode shivanangel Vizard 3 10-17-2006 09:58 AM
keeping a 3d object in front of the view tavaksai Vizard 1 07-07-2004 09:33 AM
SEOS HMD 120/67 compatability John Vizard 18 05-28-2004 11:13 AM


All times are GMT -7. The time now is 03:45 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Copyright 2002-2023 WorldViz LLC