I'd like to ask if anyone has experience using active stereo with OSG.
To be more precise, the hardware we're looking to use is
Mirage HD3K projector
nVidia Quadro FX 5600 video card
nuvision emitters and 60GX LCD shutter glasses
Now, I think this setup requires (and supports) quad-buffer stereo. And
I think I saw that OSG supports that out-of-the-box. Does it work well?
Any issues setting it up? Any gotchas on the OSG side?
One problem we have is that the hardware is off-site (*far* off-site),
and it's unlikely we'll have access to it for testing. We just have
regular GeForce 8800 cards and regular monitors here. Should I expect it
to "just work"(tm) ? Is there a way I can do some useful testing here?
Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
:-) - will that be representative of the quad-buffer stereo support?
Thanks in advance,
J-S
--
______________________________________________________
Jean-Sebastien Guay jean-seba...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
_______________________________________________
osg-users mailing list
osg-...@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> I'd like to ask if anyone has experience using active stereo
> with OSG.
> To be more precise, the hardware we're looking to use is
>
> Mirage HD3K projector
> nVidia Quadro FX 5600 video card
> nuvision emitters and 60GX LCD shutter glasses
>
I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter glasses on a daily basis.
OSG will work out of the box in QUAD_BUFFER mode.
The only thing you'll have to do is to declare some parameters to adjust stereo with the geometry of your projector :
See : http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
OSG_STEREO ON Turn stereo on
OSG_STEREO_MODE QUAD_BUFFER Use quad buffered stereo when in stereo.
OSG_SCREEN_DISTANCE 0.50 Set the distance the viewer is from screen in metres (default shown)
OSG_SCREEN_HEIGHT 0.26 Set the height of image on the screen in metres (default shown)
OSG_SCREEN_WIDTH 0.325 Set the width of image on the screen in metres (default shown)
OSG_EYE_SEPARATION 0.06 Set the eye separation - interoccular distance (default shown.)
And that should be ok for the OSG side.
On the hardware side, you'll have to connect cables :D and check the stereo enable box in the nvidia settings panel.
You should have the same result than with anaglyphic stereo (a better result in fact).
Luc
> Now, I think this setup requires (and supports) quad-buffer
> stereo. And I think I saw that OSG supports that
> out-of-the-box. Does it work well?
> Any issues setting it up? Any gotchas on the OSG side?
>
> One problem we have is that the hardware is off-site (*far*
> off-site), and it's unlikely we'll have access to it for
> testing. We just have regular GeForce 8800 cards and regular
> monitors here. Should I expect it to "just work"(tm) ? Is
> there a way I can do some useful testing here?
> Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
> :-) - will that be representative of the quad-buffer stereo support?
>
> Thanks in advance,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay jean-seba...@cm-labs.com
> http://www.cm-labs.com/
> http://whitestar02.webhop.org/
> _______________________________________________
> osg-users mailing list
> osg-...@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
> negraph.org
>
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> Hi everyone,
>
> I'd like to ask if anyone has experience using active stereo with OSG.
> To be more precise, the hardware we're looking to use is
>
> Mirage HD3K projector
> nVidia Quadro FX 5600 video card
> nuvision emitters and 60GX LCD shutter glasses
My lab's setup includes:
Mirage 2K (x4)
nVidia Quadro FX 4500x2 (x2)
Stereographics IR blasters (x3) w/ mix of crystaleyes and nuvision glasses
>
> Now, I think this setup requires (and supports) quad-buffer stereo. And
> I think I saw that OSG supports that out-of-the-box. Does it work well?
> Any issues setting it up? Any gotchas on the OSG side?
OSG works very well with our setup. The only piece that is currently
missing is configs for the various physical geometric forms our display
surfaces can take. I think this is all very close, however.
>
> One problem we have is that the hardware is off-site (*far* off-site),
> and it's unlikely we'll have access to it for testing. We just have
> regular GeForce 8800 cards and regular monitors here. Should I expect it
> to "just work"(tm) ? Is there a way I can do some useful testing here?
> Perhaps using anaglyphic stereo with red/cyan glasses, (we have those
> :-) - will that be representative of the quad-buffer stereo support?
I don't know of any reason why this wouldn't work. While anaglyph
introduces cruft into the colorspace, it serves as a quick way to preview
what you've got. I use this methof frequently when work on my home machine
(FX8600).
hth
-bob
Meant to say GeForce8600, not FX - oops
>
> hth
> -bob
> I work with nVidia Quadro FX 5600 and nuvision emitters and 60GX LCD shutter glasses on a daily basis.
> OSG will work out of the box in QUAD_BUFFER mode.
Excellent, that's the news I wanted to hear!
I knew about the environment variables, I was just wondering if it was a
default quad-buffer setup or if I needed to do any tweaks.
Thanks a lot.
Thanks for the input.
>> OSG works very well with our setup. The only piece that is currently missing
>> is configs for the various physical geometric forms our display surfaces can
>> take. I think this is all very close, however.
You mean about having to use environment variables instead of config
files? That's not really an issue for us, it'll just be a small demo app
for now and we have our own config file support in our framework so
we'll likely just add some settings there to support stereo.
Good to know that getting the stereo running with OSG is relatively
painless.
>> I don't know of any reason why this wouldn't work. While anaglyph introduces
>> cruft into the colorspace, it serves as a quick way to preview what you've
>> got. I use this methof frequently when work on my home machine (FX8600).
That's what I'm thinking of doing here (unless we can get a Quadro card
in time and within our budget, which I doubt). Thanks.
J-S
--
______________________________________________________
Jean-Sebastien Guay jean-seba...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
> Hi Bob,
>
> Thanks for the input.
>
>>> OSG works very well with our setup. The only piece that is currently missing
>>> is configs for the various physical geometric forms our display surfaces can
>>> take. I think this is all very close, however.
>
> You mean about having to use environment variables instead of config
> files? That's not really an issue for us, it'll just be a small demo app
> for now and we have our own config file support in our framework so
> we'll likely just add some settings there to support stereo.
My goal here is to create .cfg files that describe orientation of the
display surfaces. I suppose env variables would work for simple cases, but
I need to be able to put my displays into a non planar config - orthogonal
surfaces.
>
> Good to know that getting the stereo running with OSG is relatively
> painless.
>
>>> I don't know of any reason why this wouldn't work. While anaglyph introduces
>>> cruft into the colorspace, it serves as a quick way to preview what you've
>>> got. I use this methof frequently when work on my home machine (FX8600).
>
> That's what I'm thinking of doing here (unless we can get a Quadro card
> in time and within our budget, which I doubt). Thanks.
You're very welcome.
-bob
> My goal here is to create .cfg files that describe orientation of the
> display surfaces. I suppose env variables would work for simple cases,
> but I need to be able to put my displays into a non planar config -
> orthogonal surfaces.
Hmmm, that would be interesting for us too, but in a different
project... We have a simulator which uses 4 screens (left, right, front,
top) all oriented toward the user, but not necessarily at 90 degree
angles or centered, and it also has a head tracker. This setup requires
asymmetric view frustums which are specified using physical measurements
(viewer position and screen corners), and the current code to do that is
kind of ugly and painful to look at, so if something like what you're
talking about could be used for that, it would be great.
I hope you'll consider contributing what you come up with for inclusion
into OSG. Interesting stuff.
The current stereo support assumes a powerwall setup, so while easy to
use isn't that generic.
For generic support one needs to manage things at a higher level - up
in osgViewer as I've done with the spherical display support. My plan
is to move stereo support entirely within osgViewer and with it
provide the viewer configuration support required.
Robert.
It would be nice if there was an interface to initially specify the
location of the display(s), then at each time-step pass it the 6DOF
location of the eye. The code would automatically compute and update
the cameras with the proper projections.
Just wishing out loud... :)
PaulB
Jean-Sébastien Guay wrote:
> Hi Bob,
>
>> My goal here is to create .cfg files that describe orientation of the
>> display surfaces. I suppose env variables would work for simple cases,
>> but I need to be able to put my displays into a non planar config -
>> orthogonal surfaces.
>
> Hmmm, that would be interesting for us too, but in a different
> project... We have a simulator which uses 4 screens (left, right, front,
> top) all oriented toward the user, but not necessarily at 90 degree
> angles or centered, and it also has a head tracker. This setup requires
> asymmetric view frustums which are specified using physical measurements
> (viewer position and screen corners), and the current code to do that is
> kind of ugly and painful to look at, so if something like what you're
> talking about could be used for that, it would be great.
>
> I hope you'll consider contributing what you come up with for inclusion
> into OSG. Interesting stuff.
>
> J-S
_______________________________________________
> Hi Bob and J-S,
>
> The current stereo support assumes a powerwall setup, so while easy to
> use isn't that generic.
>
> For generic support one needs to manage things at a higher level - up
> in osgViewer as I've done with the spherical display support. My plan
> is to move stereo support entirely within osgViewer and with it
> provide the viewer configuration support required.
This is how I have imagined it would play out. I had opportunity to take a
peek at how it is done in the spherical display path, just wish I had one
of those nifty displays to work with :-)
When time comes, I will happily volunteer my lab to help flesh out support
for non-generic osgViewer applicaions. Unfortunatly, I cannot provide for
development of the needed code currently. There may be opportunity for
this to change as we thaw out and approach summer. :-)
As always, I am extremely appreciative of OSG and the wonderful community
it has attracted/enthralled/motivated/etc/etc/etc.
-bob
We have more or less this exact setup, 2 x Christie Mirage HD3's,
Quadro 5600 and Nuvision 60GX shutter glasses on a 160 degree curved
screen. Once the correct parameters are declared we have has no
problems running in Quad buffer stereo with OSG. The only issue we have
encountered has been with occasional swapping of left and right that we
have isolated to the less than stellar drivers Nvidia have been
releasing of late.
cheers
Jon
--
Jon Newell
Lead Developer
VRS
Unit 4, 19 Musgrave St,
West End, Queensland, 4101
Mob 0421 979 810
Ph (07) 3846 5066
Fax (07) 3255 3530
> Hi Bob,
>
>> My goal here is to create .cfg files that describe orientation of the
>> display surfaces. I suppose env variables would work for simple cases,
>> but I need to be able to put my displays into a non planar config -
>> orthogonal surfaces.
>
> Hmmm, that would be interesting for us too, but in a different
> project... We have a simulator which uses 4 screens (left, right, front,
> top) all oriented toward the user, but not necessarily at 90 degree
> angles or centered, and it also has a head tracker. This setup requires
> asymmetric view frustums which are specified using physical measurements
> (viewer position and screen corners), and the current code to do that is
> kind of ugly and painful to look at, so if something like what you're
> talking about could be used for that, it would be great.
Sounds very similar to our Mechdyne Flying Flex. We tend to use it in
powerwall mode when dealing with the larger groups, but have occasion to
close it up into a cave-like configuration as you've described above. We
are also quite fond of a 'gullwing' configuration with the left and right
walls pulled off of planar by about 2'. This makes for a nice
pseudo-curved screen config.
>
> I hope you'll consider contributing what you come up with for inclusion
> into OSG. Interesting stuff.
Anything we build here for OSG-related stuff will most definitely be
turned back to the community with gracious thanks.
-bob
On Thu, 24 Apr 2008, Jon Newell wrote:
> Hi Bob,
>
> We have more or less this exact setup, 2 x Christie Mirage HD3's,
> Quadro 5600 and Nuvision 60GX shutter glasses on a 160 degree curved
> screen. Once the correct parameters are declared we have has no
> problems running in Quad buffer stereo with OSG. The only issue we have
> encountered has been with occasional swapping of left and right that we
> have isolated to the less than stellar drivers Nvidia have been
> releasing of late.
Nifty display setup you have. Thanks for the hint on the left-right field
swap issue. I've seen this as well, although it's only ever occured on the
2nd GPU on the fx4500x2. I'll take you hint about the drivers and dig a
bit.
-bob
Luc
> Nifty display setup you have. Thanks for the hint on the
> left-right field swap issue. I've seen this as well, although
> it's only ever occured on the 2nd GPU on the fx4500x2. I'll
> take you hint about the drivers and dig a bit.
>
> -bob
>
> > Frauciel Luc wrote:
> >>> -----Message d'origine-----
> >>> De : osg-user...@lists.openscenegraph.org
> >>> [mailto:osg-user...@lists.openscenegraph.org] De la part de
> >>> Jean-Sbastien Guay Envoy : mercredi 23 avril 2008 15:39
> >> Pensez l'environnement avant d'imprimer ce message Think
> >> Environment before printing
> >>
> >> Le contenu de ce ml et de ses pices jointes est destin l'usage
> >> exclusif du (des) destinataire(s) dsign
> >> (s)
> >> comme tel(s).
> >> En cas de rception par erreur, le signaler son expditeur
> et ne pas en divulguer le contenu.
> >> L'absence de virus a t vrifie l'mission, il convient nanmoins de
> >> s'assurer de l'absence de contamination sa rception.
> >>
> >> The contents of this email and any attachments
> areconfidential. They
> >> are intended for the named recipient
> >> (s)
> >> only.
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> >> manager or the sender immediately and do not disclose the
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> >> anyone or make copies.
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> >>
> >>
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> >>
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> >>
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> >> .org
> >>
> >
> >
> > --
> > Jon Newell
> > Lead Developer
> > VRS
> > Unit 4, 19 Musgrave St,
> > West End, Queensland, 4101
> >
> > Mob 0421 979 810
> > Ph (07) 3846 5066
> > Fax (07) 3255 3530
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-...@lists.openscenegraph.org
> >