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

Damien Touraine damien.touraine at limsi.fr
Mon Nov 14 15:04:19 CET 2011

I have thinking of a way of managing both modelview and projection 
matrix for specificity of CAVE systems management. I updated the 
projects.blender.org patch submit page to explain the solution I 
propose. Moreover, I include a new version of the patch that propose 
this solution.
I'm not aware of all technical details of OpenGL rendering of Blender. 
So there may be a smarter solution that I can work on. Feel free to 
review my patch and explain me the bugs that could result in such update.

     Damien Touraine
On 05/11/2011 07:00, Damien Touraine wrote:
> 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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