comp.lang.idl-pvwave archive - RDF feed
type: channel
description: Messages from Usenet group comp.lang.idl-pvwave, compiled by Paulo Penteado
items: IDL virtual reality (was 3D Object IDL )
items: Re: IDL virtual reality (was 3D Object IDL )

IDL virtual reality (was 3D Object IDL )
type: item
description: Hi There, Thanks for your input. Actually I am well aquainted with the "flicker glasses" technique. I have done a fair amount of 3d animation and used both the "flicker glasses", and twin polarised projectors, as the virtual reality technique. However, up till now my method has been to render 2 separate animations in IDL (one for left, one for right) and then recombine these in special 3D video software to create the final virtual reality scene. This works fine - but is completely "offline". So, my question here is how to do this in fully interactive mode. I am not thinking here about the actual 3D technique ("flicker glasses etc.") as much as how to achieve this within IDL. My question really is: What is the most efficient way to write 2 separate scenes (L and R) at the same time. I.E., are there any techniques in IDL that make this a "no brainer" - has anyone done this before ? I am really looking for technical IDL input. Do you write the data to the Z-buffer and alternate between the 2 scenes in real time (as fast as the render engine will do it) etc. etc. ? Any help much appreciated. Cheers , George Millward "Rick Towler" <rtowler@u.washington.edu> wrote in message news:<9kp8m8$16n2$1@nntp6.u.washington.edu>... > You might want to look into 3d shutter glasses. They work by alternately > rendering a left and right eye view to the screen while simultaneously > covering the opposite eye by darkening the lens. All of this is done at the > driver level so you don't have to render your two views by hand. > > I would start with a consumer level product. Both Elsa (glasses are called > Revelator) and Asus (glasses are called VR Spectacle) make glasses that work > with some of their graphics cards for the PC. The glasses tend to be a > little flimsy and aren't the most comfortable but they are cheap and a good > place to start with this sort of thing. They do work quite well but I know > some people that get headaches or sick to their stomachs using them. > > If you deci…
creator: george
date: 2001-08-08T08:52:45-00:00

Re: IDL virtual reality (was 3D Object IDL )
type: item
description: Hi There, Many thanks for the help on this one. It seems that full virtual reality is actually very possible. Rick, thanks for the programs - I really wasn't expecting custom built applications - but I am glad that I have got some people excited. This was a question from Dick: > (Question: can you really get good pixel-for-pixel alignment across the > whole display with two projectors? I've never seen it done, but of course > this will be important for good results.) I have been working with a 3D video film maker for a while now. We have been making a variety of 3D films and the best way to show these is to use the 2 projector system. It is bright, clear and can easily be shown to between 50 and 100 people with no problems. All you do is put a polarising filter over each projector. This ain't fancy - we have always hired projectors and just taped a filter over the front. The 2 filters are set so the polarisation is 1) vertical and 2) horizontal. You can then buy polarising glasses. These are just cheap plastic glasses with polarising filters which are aligned horizontal and vertical for each eye. I am not sure which "lens" in the glasses is horizontal and which vertical - but obviously this needs to be set up so that the left eye is getting the light from the projector with the "left" scene, and likewise the right eye. OK - I imagine I am really just stating the obvious here. Now, the 2 images from the 2 projectors are aligned on the screen. But (this is the answer to Dicks question) the actual accuracy of the alignment is not as important as he implies. Ideally, you would want pixel by pixel accuracy - and the 2 projectors to be colocated etc. - but in such an ideal situation you would also want the viewer to be located totally "on axis". In reality, any slight deviations from this perfection is sorted out by the brain. I.E., suppose you are projecting a sphere into your 3D space ( and lets face it - spheres are pretty popular). If some aspect of the system means t…
creator: george
date: 2001-08-09T08:36:20-00:00