[Bf-committers] Improvement of BGE rendering for CAVE systems

PabloVazquez.org venomgfx at gmail.com
Fri Nov 4 17:37:37 CET 2011


BTW, I just tried it live yesterday :)

Here at Universidad Rey Juan Carlos in Móstoles (Madrid), it was awesome,
specially with 3D glasses, still some little things to fix, but the overall
experience is very rich, just needs cool graphics to make it more awesome!
:)

--
Pablo Vazquez
CG Artist
Blender Foundation Certified Trainer
E-mail: contact at pablovazquez.org
Website: http://www.pablovazquez.org


On Fri, Nov 4, 2011 at 17:32, Ton Roosendaal <ton at blender.org> wrote:

> Hi,
>
> Interesting stuff! I'll make sure our dome/vr guru Dalai Felinto will
> check on it :)
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 4 Nov, 2011, at 14:32, Damien Touraine wrote:
>
> > Hi,
> >
> > I'm working on the BlenderCAVE project
> > (http://www.gmrv.es/~jgascon/BlenderCave/). Its purpose is to use
> > blender to render on CAVE systems
> > (http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment).
> > We use python API to synchronize the scene across all computers that
> > render on a screen. Python API is also used to adapte the camera to
> > the
> > current screen (ie : the one that is attached to the current
> > computer).
> > For this feature, it is important to be able to define precisely the
> > projection matrices for both eyes independently. More specically, we
> > must be able to adapt the projection to the right position of the user
> > eye. For instance, you can to turn on yourself while looking on the
> > floor screen. With default stereocopy viewing mode of BGE the eyes of
> > the user must stay parallel to the screen and "horizontal".
> >
> > Although we have searched, we haven't found any way to define
> > projection
> > matrix for left eye independently from right eye through the python
> > API.
> > Thus, we suggest a patch we have developped. This patch creates two
> > projection matrices  (left and right eye) besides the current one
> > for a
> > given camera. It manages the rendering for daily use (ie.: outside
> > BlenderCAVE project).
> > I can send the patch that is based on SVN version 41510 (uncompressed
> > "svn diff" : ~12K) on this list. But I'm not sure that it is the right
> > place.
> >
> > Regards
> >     Damien Touraine, long time developper of CAVE applications
> >
> > --
> > --------------------------------------------------------------------
> > Damien TOURAINE - Ingénieur de Recherche CNRS, LIMSI-CNRS
> > Groupe de RV&A "VENISE", (http://www.limsi.fr/venise/)
> > Bat. 508, Universite Paris-Sud 91403 Orsay cedex - +33 1 69 85 81 64
> > --------------------------------------------------------------------
> >
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> >
>
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