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  • in reply to: SARndbox-2.5 colorMap fifo not updating #116364

    Oliver Kreylos
    Keymaster

    Based on your output, Control.fifo is a regular file and not a fifo. You need to remove the file, and create a named pipe of the same name:

    rm /home/sandbox/src/SARndbox-2.5/share/SARndbox-2.5/Control.fifo
    mkfifo /home/sandbox/src/SARndbox-2.5/share/SARndbox-2.5/Control.fifo
    in reply to: SARndbox-2.5 colorMap fifo not updating #116362

    Oliver Kreylos
    Keymaster

    What’s the output from

    ls -l /home/sandbox/src/SARndbox-2.5/share/SARndbox-2.5/Control.fifo

    ?

    in reply to: Calibrating problem? #116358

    Oliver Kreylos
    Keymaster

    The top border (or any border) is not supposed to be a line. It may be close to a line if the entire surface seen by the Kinect camera is completely flat, but even then there may be some distortion. If there is any topography, the boundaries will be cross-sections through the terrain at the edges of the camera’s field of vision.

    The first-generation Kinect camera has bowl distortion. If you point it at a completely flat surface, the corners of the reconstruction will bend towards the camera. You can reduce that distortion by performing per-pixel depth correction, as described in step 6a in the installation instructions.

    in reply to: SARndbox ends immediately without any error #116353

    Oliver Kreylos
    Keymaster

    The SARndbox application is pretty verbose as it is, so not getting any messages at all is highly unusual. Does it at least open a window and closes it again, or not even that?

    in reply to: Problem with displacement #116351

    Oliver Kreylos
    Keymaster

    This is handled by projector calibration, step 11 in the installation instructions. If the projection does not line up, redo that step and check that the red crosshairs track your calibration disk after you have completed the first round of calibration tie points.

    in reply to: Lidar Data file input #116283

    Oliver Kreylos
    Keymaster

    See this thread for how to import a DEM, which could be generated from LiDAR data.

    Regarding sending the output of the AR Sandbox to a monitor, look at the step-by-step instructions, specifically steps 18 and 19.

    in reply to: Is this projector is good for AR sandbox? #116210

    Oliver Kreylos
    Keymaster

    This projector looks to be too short-throw for the AR Sandbox. It has a 0.6 throw ratio, meaning it would have to be approximately 0.6m above the sand to fill a box of size 1m x 0.75m. While that is possible in principle, it will lead to issues with non-uniform brightness, poor resolution on surfaces sloping away from the projector, and even self-shadowing of the sand surface.

    We recommend projectors with a throw ratio around 1.0, to match the field of view of the Kinect camera. If 1.0 is not available, it is better to use longer throw distances instead of shorter ones. Longer throws make the installation a little harder (projector has to be higher up), but will in general lead to better image quality.

    in reply to: Attaching function keys to lava & ice script #116196

    Oliver Kreylos
    Keymaster

    You mean “Lava.fs,” with is a shader program that makes water look like lava. And yes, you need to create that. If you look into the SurfaceAddWaterColor.fs shader program, you’ll see some commented-out lines. Uncomment the “turbulence noise” line, and comment out the current float colorW=… line, and select the vec4 waterColor=… line that says “lava”, and the water will look like lava. If you save the original shader file as “Water.fs” and the changed one as “Lava.fs”, you can then switch between them using scripts like the above.

    in reply to: Projector Bulb Issue #116195

    Oliver Kreylos
    Keymaster

    It might be overheating. Check that there is sufficient airflow around the projector.

    in reply to: Calibrate Projector utility not working #116183

    Oliver Kreylos
    Keymaster

    Please check this forum thread: Problem with OpenGL.

    Check that you installed version 3.6 of the Kinect 3D Video package, as indicated in step 4 of the installation instructions. It should work with that.

    in reply to: Help with water simulation #116170

    Oliver Kreylos
    Keymaster

    Something probably went wrong during installation of the Nvidia driver. I recommend starting over, and using the binary driver package available through the “additional hardware support” control panel on Linux Mint and Ubuntu (I don’t recall the panel’s exacte name right now).

    in reply to: Custom Changes to Files #116088

    Oliver Kreylos
    Keymaster

    There is a dialog box where you can change “viscosity” interactively. Bring it up through SARndbox’s main menu (right mouse button). For scripting, you can send commands, including changing water simulation parameters, through SARndbox’s command pipe. See this post; the “viscosity” setting is water attenuation. The default attenuation is 0.078125, for lava you can use something like 0.9.

    in reply to: AR / VR Dual Monitors #116087

    Oliver Kreylos
    Keymaster

    Unfortunately, I never got around to implementing that. If you want to see shader effects on the secondary display, you will have to disable water surface rendering by leaving -rws off SArndbox’s command line.

    in reply to: Hand and calibration disc not turning yellow or green #116086

    Oliver Kreylos
    Keymaster

    Can you post a photograph of what you’re seeing?

    in reply to: Support the AR Sandbox #116019

    Oliver Kreylos
    Keymaster

    You can mount camera and projector at different heights, but the higher you go, the less mechanically stable it will be. You can also use a mirror to fold the projector’s light path. For example, if you had a 2.0 throw ratio projector, you could place the projector at the same level as the sandbox, and put a mirror at the same level as the Kinect. There are some examples of AR Sandboxes with mirrors on my “External Installations” page.

    There is no graphics card that works perfectly; the AR Sandbox’s water simulation can bring pretty much anything to its knees under some circumstances due to its conservative (meaning, conserving physical quantities) nature. But an Nvidia GeForce 1050 works well enough that when it does stutter once in a while, you can bring it back by removing some water from the simulation. You could also use older GeForces such as GTX 960, 770, or 680, but you will get more stutter the further down you go.

Viewing 15 posts - 1 through 15 (of 437 total)