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

Damien Touraine damien.touraine at limsi.fr
Sat Nov 5 07:00:17 CET 2011


Hi,

Jorge pointed me that you were one of the most concerned developper on 
such feature.

I have putted the patch on projects.blender.org. Its ID is : 29161. I'm 
not sure it covers all the cases (mainly regarding scene optimization 
rendering). That is a first step (but fundamental) to manage CAVEs. Wall 
of simulation (ie : high definition wall by patchwork of several 
projectors) can be seen as CAVE, as the stereoscopic point of view is 
the one of the big wall, not the one of each screen.
We could support CAVEs natively inside blender. But I'm not familiar 
enough in blender to have a clear idea of what have to be done. Our main 
problem resides on the the synchronization of the dynamic elements 
between each computer that participate to the CAVE rendering.
This integration may be a bottomless pit: there is several kind of CAVE, 
several kind of trackers and interactors (position, gesture, voice, 
...). That may be interesting to integrate haptic devices (ie: sensorial 
feedbacks) connected to the physical similator of Blender ...

Our first goal is to use poor connection to blender by extracting 
usefull informations and distributing these with python scripts 
(improvement BlenderCAVE). Later, we may work on integrating inside 
Blender this feature.

Regards
     Damien
On 04/11/2011 21:36, Dalai Felinto wrote:
> Hi Damien,
>
> It's strange, I could swear I had replied to your post in the forum
> [1]. I have been in touch with Jorge Gascon for the BlenderCAVE
> project and he pointed me to your idea.
>
> For your patch the better place to put it is in the
> projects.blender.org website and post here the link. I'll be glad to
> look at your patch.
>
> What I've been thinking (and it may be a better topic for the tracker
> instead) is if it wouldn't be more interesting to really support
> caves. For example, to introduce in the interface the options required
> to setup the number of walls, the wall distance, ... But I never
> visited a cave so I don't know how standard the output from the
> visualization tools are.
>
> Anyways, an option to set individual projection matrixes per stereo
> eye seems good too.
>
> Cheers,
> Dalai
> [1] - http://www.blender.org/forum/viewtopic.php?p=90396
>
> 2011/11/4 PabloVazquez.org<venomgfx at gmail.com>:
>> 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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