Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-13 Thread Rafa Gaitan
Hi Robert, Sorry for the delayed response, I did not read your e-mail until today, gmail messed up the notifications :( Regarding the multiview approach, it doesn't matter how you set the layout, I usually use a grid because is more compact when doing the RTT. The stereo computing is always

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-13 Thread Robert Osfield
Hi Rafa, On 13 April 2013 09:23, Rafa Gaitan rafa.gai...@gmail.com wrote: Sorry for the delayed response, I did not read your e-mail until today, gmail messed up the notifications :( Regarding the multiview approach, it doesn't matter how you set the layout, I usually use a grid because is

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-13 Thread Rafa Gaitan
Hi Robert, It sounds like you've been rendering all the cameras to a single texture? I am still weighing up the whether multiple textures or a shared texture would be appropriate. Multiple textures, i.e. one per eye camera would be the most scalable. Yes, I don't remember exactly the

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-10 Thread Robert Osfield
Hi Rafa, On 3 April 2013 09:48, Rafa Gaitan rafa.gai...@gmail.com wrote: I'm not sure if the refactor will affect the way that stereo will be managed, but currently also exists auto-stereoscopic displays, which means that not only find the classical two-view stereo but many views (8 or 9 are

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Rafa Gaitan
Hi Robert, I'm not sure if the refactor will affect the way that stereo will be managed, but currently also exists auto-stereoscopic displays, which means that not only find the classical two-view stereo but many views (8 or 9 are the most common) and even in mobile devices it's also possible to

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Robert Osfield
Hi Rafa, On 3 April 2013 09:48, Rafa Gaitan rafa.gai...@gmail.com wrote: I'm not sure if the refactor will affect the way that stereo will be managed, but currently also exists auto-stereoscopic displays, which means that not only find the classical two-view stereo but many views (8 or 9 are

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Rafa Gaitan
Hi Robert, 2013/4/3 Robert Osfield robert.osfi...@gmail.com There new approach should be able to encompass novel displays that require multiple camera and then a second pass to render the result. In essence it won't be any different to how stereo will be done - a master Camera on the

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Jan Ciger
On 04/03/2013 10:58 AM, Robert Osfield wrote: The question for me is how best to wire up the interface for the stereo support and any other schemes. One approach is to leave it low level viewer configuration where the user or a configuration file describe exactly what slave Camera are required,

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Christian Buchner
Why not just build an approximate mesh based on the Oculus projection formula? ;) Christian 2013/4/3 Jan Ciger jan.ci...@gmail.com On 04/03/2013 10:58 AM, Robert Osfield wrote: The question for me is how best to wire up the interface for the stereo support and any other schemes. One

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Jan Ciger
On 04/03/2013 03:47 PM, Christian Buchner wrote: Why not just build an approximate mesh based on the Oculus projection formula? ;) Christian Why to do that when the formula including the distortion coefficients is provided in the SDK? Do you have a parametric modeller that could do it?

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-03-29 Thread Robert Osfield
Hi All, With the work on integration of keystone distortion correction support in osgViewer I have been thinking about the general Render To Texture (RTT) approach that it uses I there are direct parallels to other effects, not just distortion correction. Other areas that are potentially

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-03-29 Thread Christian Buchner
Would supporting barrel predistortion for the Oculus Rift VR headset touch this area of work as well? Mathematically speaking it's slightly more advanced than keystoning, but both could be implemented with a distortion mesh. Christian 2013/3/29 Robert Osfield robert.osfi...@gmail.com Hi

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-03-29 Thread Robert Osfield
Hi Christian, On 29 March 2013 13:30, Christian Buchner christian.buch...@gmail.comwrote: Would supporting barrel predistortion for the Oculus Rift VR headset touch this area of work as well? Mathematically speaking it's slightly more advanced than keystoning, but both could be implemented

[osg-users] Integration of stereo and distortion correction into osgViewer

2013-03-28 Thread Robert Osfield
Hi All, I'm currently working on a project that needs keystone correction for using projectors off axis when doing a portable stereo visualization setup. As part of this work I've written a simple example, osgkeystone, that I've used to prototype the UI, maths and viewer setup to do the adjust