Forum Replies Created

Viewing 15 posts - 1 through 15 (of 483 total)
  • Author
    Posts
  • in reply to: Odd alignment error #118763

    Oliver Kreylos
    Keymaster

    This is happening inside the camera, or along the optical path from the sand to the camera lens, so nothing you can do via BoxLayout.txt or inside the AR Sandbox software is going to affect it. RawKinectViewer shows the raw depth video feed from the camera, and there is an area of missing data that corresponds to the missing data you see inside the AR Sandbox. I’m guessing that your camera is broken somehow. I would temporarily replace it with another one and see if that fixes it.

    in reply to: Map colors not displaying – just blue #118759

    Oliver Kreylos
    Keymaster

    Which version of the Kinect camera do you have?

    “We´re also getting: glPrintError: Invalid framebuffer operation”

    That means your graphics card (or more likely your CPU’s built-in graphics adapter) can’t handle the AR Sandbox’s water flow simulation. Unless you can upgrade, you’ll have to disable water by passing -ws 0.0 0 on SARndbox’s command line.

    in reply to: Odd alignment error #118757

    Oliver Kreylos
    Keymaster

    From the raw Kinect feed, it looks like there is a big area of depth data missing, and that area seems to line up with the green area in the AR Sandbox image. I don’t think this is a projection problem, but a camera problem.

    Which version of the Kinect camera are you using? Check that the camera’s lens and its pattern projector / IR emitter are unobstructed.

    in reply to: Dual Display Not Working #118708

    Oliver Kreylos
    Keymaster

    I just tried opening a dual-window Vrui application myself, on my laptop which does not have a discrete graphics card, either. I am getting the same result.

    It appears that this is a missing feature or a bug in the Intel graphics driver. By default, when opening multiple windows, Vrui shares the 3D rendering context between all opened windows, as that is the more efficient way to do it. This seems to cause trouble on Intel graphics.

    You can work around this by forcing Vrui to open two windows with different 3D contexts, by assigning different window group IDs to your windows. This will negatively affect performance, especially in the AR Sandbox water renderer, because it will have to run twice in parallel. Since water isn’t working on Intel graphics anyway, it might not be a huge issue.

    In the configuration section defining the second window (“section Window2” if you followed the detailed installation instructions), add the setting groupId 1. This will force separate contexts, and it should work.

    in reply to: SARndbox-2.6 does not have color #118678

    Oliver Kreylos
    Keymaster

    Add -uhm (“use height map”) to the command line.

    in reply to: Cost effective pc build #118666

    Oliver Kreylos
    Keymaster

    > I wonder if I can somehow tune things so it uses more VRAM and gets better performance on the water sim.

    No, the AR Sandbox uses as much VRAM as it can use. What’s limiting it is purely the number crunching performance of the graphics card’s stream processors.

    You shouldn’t really have a problem with a 1060, though. Check that your water simulation box does not extend past your physical sandbox, as the simulation is bottlenecked by the water cells that have the fastest-moving water, and cells outside the actual box might essentially be waterfalls.

    You can also reduce the water simulation’s resolution by adjusting the -wts <width> <height> command line parameter.

    in reply to: AR/VR Goggles #118659

    Oliver Kreylos
    Keymaster

    I did indeed recently add a VR side-module to the AR Sandbox, shown in this video: https://www.youtube.com/watch?v=6_TTNfz9Vkg

    It works with HTC Vive VR headsets. For best results, you’d need two computers, directly connected to each other via Ethernet: one running the AR Sandbox, and another one running the headset. (Running the sandbox and a headset at the same time overwhelms a single computer.)

    That said, the new VR module is not yet part of the publicly released AR Sandbox software. I don’t know yet when it will be out.

    in reply to: Issues with water 'boundary' and flow #118641

    Oliver Kreylos
    Keymaster

    Projector calibration (step 11) must be done after every move, as small changes in the camera’s or projector’s position can have large displacement effects.

    Steps 7-10 are probably not necessary unless there is an obvious misalignment issue.

    I generally due all steps (7-11) whenever I move our box. They only take me a few minutes.

    in reply to: Issues with water 'boundary' and flow #118639

    Oliver Kreylos
    Keymaster

    The water simulation is limited to the rectangle defined by the four box corners measured during calibration (and pasted into BoxLayout.txt). If you want a larger area, either re-measure the box corners, or edit the corner positions in BoxLayout.txt manually.

    Between SARndbox versions 1.x and 2.x, the rain mechanism changed. In 2.x, you need to hold your hand flat and spread all five fingers. This will immediately trigger rain. You can then adjust the rain amount per second via SARndbox’s command line.

    in reply to: Using the video camera on Kinect to watch sandbox #118634

    Oliver Kreylos
    Keymaster

    If you want to show a secondary view of the sand surface, you can open a secondary window as described in the installation instructions, step 19.

    Unfortunately, there is no way right now to show a live video feed, including the hands etc. of all users, from the Kinect’s color camera.

    in reply to: Save Your setup #118570

    Oliver Kreylos
    Keymaster

    Best way to proceed is to bind the tool, then select “Save Input Graph” from the Device sub-menu of Vrui’s system menu. That will write a configuration file fragment with the name of the tool class, and the button(s) to which it’s bound. You can use those in your main Vrui.cfg file.

    in reply to: shader water flow simuation #118568

    Oliver Kreylos
    Keymaster

    I’m citing the paper describing the algorithm I use on the main AR Sandbox page.

    There is also a paper describing a GPU implementation of that algorithm that’s very similar to mine. Google for “Saint Venant GPU implementation”. It’s by Brodtkorb et al.

    in reply to: Sandbox image distortion – Kinect 1414 #118567

    Oliver Kreylos
    Keymaster

    I’ve never seen that before. It looks like your Kinect is reporting wrong intrinsic calibration parameters. Try running “sudo KinectUtil -getCalib 0” again, and (temporarily) remove your depth calibration parameters from the Kinect package’s configuration directory (by default /usr/local/Vrui-<version>/Kinect-<version>).

    Then run “KinectViewer -compress -c 0” (not RawKinectViewer) and see if you are getting an undistorted 3D reconstruction of your environment.

    in reply to: Uncertain problem with new sandbox #118566

    Oliver Kreylos
    Keymaster

    The second-generation Kinect (for Xbox One) is rather flaky, at least compared to the first-generation one.

    It’s normal for the Kinect v2’s depth image to be pincushioned — unlike the first Kinect, the second one has lens distortion correction parameters in firmware — but the depth image showing all white means the software doesn’t receive depth data. That’s a connection issue at the USB level, potentially due to a bad USB adapter cable.

    in reply to: ARSandox-Projector Calibration? #118565

    Oliver Kreylos
    Keymaster

    The yellow box, and the image blobs inside the yellow box, are not meant to line up with your sandbox or calibration targets. They are just there to visually check for mismatches between your current sand surface and the captured background, and to check if your target disk gets recognized (yellow disk turns green).

    Align you camera and projector so that the camera sees the entire box, and so that the projector projects everywhere inside the box. Then calibrate, ignore the yellow rectangle, and run the main AR Sandbox application afterwards with -fpv. Everything should line up then.

Viewing 15 posts - 1 through 15 (of 483 total)