Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-01-11 Thread Christian Richardt
The body tracking component is actually part of NITE [1], which is not
open source, but currently PrimeSense is giving away a free licence.

Christian.

[1] 

On Mon, Jan 10, 2011 at 5:27 PM, Serge Lages  wrote:
> Hi,
>
> On Mon, Jan 10, 2011 at 5:01 PM, Paul Martz  wrote:
>>
>> On 1/10/2011 3:16 AM, Serge Lages wrote:
>>>
>>> Hi,
>>>
>>> Here are our last experiments with Kinect :
>>>
>>> http://vimeo.com/18500457
>>>
>>> Thanks to osgBullet for the physics !
>>>
>>> Cheers,
>>
>> Nice, thanks for posting that. Well done.
>>
>> What body tracking software are you using? Is it open source?
>>
>
> Thanks, we are using OpenNI :
> http://www.openni.org/
> It's open source yes, and it works pretty well.
> --
> Serge Lages
> http://www.tharsis-software.com
>
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-26 Thread Christian Richardt
Current Kinect drivers (libfreenect, SensorKinect) already expose the
640x480 depth map and the NITE skeleton tracker probably already uses
this.

The news about increased resolution is solely related to the data as
used by Xbox games which are currently limited to 320x240 resolution,
as far as I know.

Christian.

On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner
 wrote:
> Definitely nice!  But to be really useful, the skeletton should
> include head position and possibly rotation and the angles of hand and
> feet. Then the motion could be realistically mapped onto a 3D avatar.
>
> I heard news that the resolution of Kinect might be increased to
> 640x480 by firmware update (some additional compression on the USB
> link). Then this might be feasible.
>
> Christian
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-20 Thread Christian Richardt
It runs on Linux and Windows, but OpenNI and hence the modified driver
doesn't support Mac OS yet.

Christian.

On Sat, Dec 18, 2010 at 10:05 PM, Torben Dannhauer
 wrote:
> Hi Jan,
>
> I agree.
>
> Here is the journal article I talkes about
> http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html
>
> This is the article translated by google:
> http://translate.google.com/translate?u=http%3A%2F%2Fwww.heise.de%2Fopen%2Fmeldung%2FOffizielle-Open-Source-Treiber-fuer-Kinect-1152510.html&sl=de&tl=en&hl=de&ie=UTF-8
>
> Does the non-openNI Driver work on win, Linux and Mac?
>
> Best regards,
> Torben
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=34964#34964
>
>
>
>
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-16 Thread Christian Richardt
I've used the OpenNI framework and it doesn't work with the Kinect out
of the box. The reason for that is that OpenNI targets PrimeSense's
reference platform, not the Kinect, which is a product based on it and
not actually produced by PrimeSence, as far as I know.

However, some people have already modified the drivers to recognise
the Kinect and use it with OpenNI [1]. To use it, first install that
modified driver and then the normal OpenNI. The sample applications of
OpenNI then recognise the Kinect. PrimeSense also distribute NITE,
which is a closed source package that extends OpenNI with a pretty
good skeleton tracker and a few other nice things.

Christian.

[1]  (Windows
only, but build general build instructions inside)

On Thu, Dec 16, 2010 at 7:59 AM, Torben Dannhauer  wrote:
> Hi dimi,
>
> Primesense produces the MS Kincect product. In germany there is a very famous 
> publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT)
>
> They reported a lot regarding MS Kinect and the open source drivers.
> They also reported the release of the openni drivers. I haven't tested it yet 
> because I'll buy it as a christmas gift to myself next week (yes, sometimes 
> christmas is a great plea :D )
>
> But regarding the journal qualities of heise, I'm absolutely sure it will 
> work out of the box.
>
> I can give feedback in two weeks :)
>
> Best regards,
> Torben
>
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>
>
>
>
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Re: [osg-users] Compilation Process of OSG Programs & IDE Questions for OSG

2010-06-21 Thread Christian Richardt
This is not related to OSG, please refer to the Qt website at
.

Christian.

On Mon, Jun 21, 2010 at 5:17 PM, nikhil raprolu simha
 wrote:
> Hi,
>
> how to use qt creator?
>
> Thanks in advance
>
> Cheers,
> nikhil
>
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Re: [osg-users] Quad buffered stereo?

2010-05-28 Thread Christian Richardt
For what it's worth, I got quad-buffered stereo (osg 2.9.6) working
with Qt 4.6. My implementation is based on the AdapterWidget in the
osgviewerQT example with the following addition:

Widget::Widget(QWidget* parent, const QGLWidget* shareWidget,
Qt::WindowFlags flags)
#ifdef SUPPORT_QUADBUFFER
:   QGLWidget(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer | QGL::Rgba
| QGL::StencilBuffer | QGL::AlphaChannel | QGL::StereoBuffers),
parent, shareWidget, flags)
#else // without quad-buffered stereo
:   QGLWidget(parent, shareWidget, flags)
#endif
// ...

Hope this helps,
Christian.
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Re: [osg-users] [osgPPU] Err Compiling cudakernel

2010-03-25 Thread Christian Richardt
Are you sure it's the Microsoft compiler that is complaining, and not
Nvidia's CUDA compiler (nvcc)? You'll have to set up paths for it
separately, e.g. using the CUDA build rule.

Hope this helps.

Christian.

On Thu, Mar 25, 2010 at 4:01 PM, Allen Saucier  wrote:
> Hi,
>
> I have received these errors when compiling cudakernel.  Does anyone know 
> what might be the problem? I am on windows using MSVS 2005 and I know that my 
> gl.h file is w/in my include header path yet for some reason it is not being 
> found - or read.
>
>
> The MSVS 2005 tells:
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error: identifier 
> "glLoadMatrixf" is undefined
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(94): error: identifier 
> "glLoadMatrixd" is undefined
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(95): error: identifier 
> "glMultMatrixf" is undefined
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(96): error: identifier 
> "glMultMatrixd" is undefined
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(131): warning: 
> field of class type without a DLL interface used in a class with a DLL 
> interface
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(133): warning: 
> field of class type without a DLL interface used in a class with a DLL 
> interface
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(162): warning: 
> field of class type without a DLL interface used in a class with a DLL 
> interface
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(164): warning: 
> field of class type without a DLL interface used in a class with a DLL 
> interface
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/DisplaySettings(241): 
> warning: field of class type without a DLL interface used in a class with a 
> DLL interface
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(121): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(124): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(141): error: 
> variable "GLuint" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(174): error: 
> variable "GLuint" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(203): error: 
> variable "GLuint" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
> variable "GLuint" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(206): error: 
> variable "GLenum" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(207): error: 
> variable "GLuint" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
> variable "GLboolean" is not a type name
> 1>C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
> variable "GLuint" is not a type name
>
>
> Thanks!
>
> Cheers,
> Allen
>
> --
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>
>
>
>
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[osg-users] [osgPPU] Ploblems with anaglyph stereo rendering

2010-02-19 Thread Christian Richardt
Dear all,

I have been trying to apply osgPPU for stereo rendering and that
appeared to work. However, when I took a closer look at the anaglyph
rendering of the osgppu_dof example (run it with --stereo), I noticed
that it does not work as expected (running the osgPPU pipeline on both
views, then applying anaglyph), even though it kind of looks
plausible. What happens instead is that the "left" render pass
executes the pipeline on a red cow (osg uses colormasks for rendering
the anaglyph). In the second pass, osg additionally renders the cyan
parts into the same input texture and runs the "right" pipeline pass
based on it. For the second frame, the input texture is still the
previous anaglyph with updated red-channel. Both passes are using the
correct depth buffer for their view.

This problem is bugging me, as the same stereo pipeline works
correctly with quad-buffered stereo.

I think the fix would be to render both left and right views in full
colour and then combine them in a shader to compute the final anaglyph
image. This way it would also be possible to support other types of
anaglyph, such as red-blue, green-magenta [1] or blue-amber [2], which
may not be easily implemented using RGB colour masks.

My question is: would this be a useful modification of osg? What do
other people think?

Thanks,
Christian.

[1] 
[2] 
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Re: [osg-users] [osgPPU] Problems with resizing

2010-02-08 Thread Christian Richardt
Hey Mick,

That looks useful thanks a lot!

To be honest, I was a bit surprised that textures could be resized by
simply calling setTextureSize(…). I was wondering why one doesn’t have
to reallocate them with the new size.

Anyway, thanks :)

Christian.

On Mon, Feb 8, 2010 at 8:48 AM, Mick Keller  wrote:
> Hi Art!
>
>
> art wrote:
>>
>> I think we have to investigate the main osg code, since it seems that 
>> dynamic resizing of FBOs and its attached textures isn't well supported, but 
>> I am not sure.
>>
>
>
> I'm not sure if this addresses your problem exactly (I'm not very familiar 
> with osgPPU):
> If I need to adapt my viewport and to resize my RTT-textures I use something 
> like this:
>
>
> Code:
>
> _cam->setCullCallback( new fboAttachmentCullCB( this ) );
>
> void fboAttachmentCullCB::operator()(osg::Node* node, osg::NodeVisitor* nv)
> {
>    osg::Camera* fboCam = dynamic_cast( node );
>    osgUtil::CullVisitor* cv = dynamic_cast(nv);
>
>    if ( fboCam && cv)
>    {
>        cv->getCurrentRenderBin()->getStage()->setFrameBufferObject(NULL); // 
> reset frame buffer object - see RenderStage::runCameraSetUp for details, the 
> fbo has to be created again
>        cv->getCurrentRenderBin()->getStage()->setCameraRequiresSetUp( true ); 
> // we have to ensure that the runCameraSetUp will be entered!
>    }
>    traverse(node,nv);
> }
>
>
>
>
>
> Best regards,
> Mick[/code]
>
> 
> SVT Group
>
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>
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Re: [osg-users] [osgPPU] Problems with resizing

2010-02-06 Thread Christian Richardt
Hey Art,

It’s kind of comforting to hear that you had trouble too – after all I
spent a few days on this and couldn’t make any meaningful progress,
but then again I’m pretty much a novice at osg(PPU).

So maybe you could help me understand a few things about how osg and
osgPPU interact? For example, I am a bit confused about the use of a
single camera in the osgppu_viewer example: it’s the same for the
render to texture (i.e. osgPPU’s input) and the render to screen (i.e.
osgPPU’s output). How does this work? Would it be possible to use one
perspective camera for the RTT (as input) and then use an orthographic
projection for rendering the UnitOut to the screen? Maybe all
connected up as master/slave? (hope this makes sense)

Thanks,
Christian.

On Sat, Feb 6, 2010 at 9:12 PM, Art Tevs  wrote:
> Hi Christian,
>
> Yes, I know currently osgPPU isn't usable for dynamic resizing of the 
> viewport. I have tried it also with just a simple viewer and I wasn't able to 
> solve the issue. I had exactly the same problem as you and due to lack of 
> time I canceled the try to solve it. I tried almost anything and wasn't able 
> to solve it :( Thank you for your effort on this!
> I think we have to investigate the main osg code, since it seems that dynamic 
> resizing of FBOs and its attached textures isn't well supported, but I am not 
> sure. I hope I will get the time to solving that issue before next release of 
> osgPPU (next release at least when there is next stable osg release). So 
> eithe rbe patient or I would be very appreciated if you could find what goes 
> wrong there exactly.
>
> Best regards,
> Art
>
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>
>
>
>
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Re: [osg-users] [osgPPU] Problems with resizing

2010-02-06 Thread Christian Richardt
Hi there,

I have been trying to extend the osgppu_viewer to allow resizing of the viewer 
window, similarly to the discussion at 
http://forum.openscenegraph.org/viewtopic.php?t=3693. However, I'm not making 
any progress and already wasted way too much time on this.

The problem is that I cannot set the camera's viewport without everything going 
funny. This following code is called by a custom 
osg::GraphicsContext::ResizedCallback on every resize:


Code:
void Viewer::resize(const int width, const int height)
{
  osgDB::writeObjectFile(*_processor, "pre-resize.ppu");

  // resize textures
  if(_colorTexture.valid()) _colorTexture->setTextureSize(width, height);
  if(_depthTexture.valid()) _depthTexture->setTextureSize(width, height);

  // new viewport
  Viewport* vp = new Viewport(0, 0, width, height);

  // update camera
  Camera* camera = getCamera();
  double fovy, aspect, znear, zfar;
  camera->getProjectionMatrixAsPerspective(fovy, aspect, znear, zfar);
  camera->setViewport(vp); // ???
  camera->setProjectionMatrixAsPerspective(fovy, width / (double)height, znear, 
zfar);

  // force processing pipeline to update
  _processor->onViewportChange();
  _processor->dirtyUnitSubgraph();
  _unitOut->setViewport(vp);

  // update all units' viewports etc.
  NodeVisitor nv(NodeVisitor::TRAVERSE_ALL_CHILDREN);
  _processor->accept(nv);

  osgDB::writeObjectFile(*_processor, "post-resize.ppu");
}



For testing, I'm using the depth-of-field pipeline from osgpp_dof on cow.osg. 
The viewports of all units appear to be resized correctly, as can be verified 
by comparing the before/after saved .ppu-files. However, the displayed results 
are not correct.

When I comment out the line marked with "???", I get the pipeline to fill the 
window (with correct aspect ratio), but only in the original resolution (here: 
640x480; "without line.jpg" attachment):
[Image: http://img210.imageshack.us/img210/6479/withoutline.th.jpg ] 
(http://img210.imageshack.us/i/withoutline.jpg/)

And when I set the camera's viewport, the viewer only shows the bottom-left 
640x480 pixels of _unitOut's texture ("with line.jpg" attachment):
[Image: http://img13.imageshack.us/img13/1299/withline.th.jpg ] 
(http://img13.imageshack.us/i/withline.jpg/)

Any help is appreciated :)

Thanks,
Christian.

Edit: message was corrupted.
Edit2: Using imageshack instead of attached images.
PS: Due to several issues while posting the original message, it was not sent 
to the mailing list. This is a repeat, so that it's also sent to the mailing 
list (hopefully).

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Re: [osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-02-03 Thread Christian Richardt
> If you could find out what causes this behaviour, so it would be very cool.
I don't think I can work this out, sorry.

Christian.
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[osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-01-23 Thread Christian Richardt
Hi there,

Just played around with the latest version of osgPPU and had to fix a few 
shaders in order to get it working on my ATI card.

A diff is attached – please merge into trunk :)

Keep up the good work!

Thanks,
Christian.

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Attachments: 
http://forum.openscenegraph.org//files/osgppu_fixesdiff_198.txt


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Re: [osg-users] osgViewer in stereo mode

2010-01-23 Thread Christian Richardt
Hi all,

Has this been implemented yet, in osgPPU or elsewhere?

If not, is this still the recommended way of doing this?

Thanks,
Christian

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