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Viewing 15 posts - 16 through 30 (of 459 total)
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  • in reply to: Step 11 & 12 Issues #117912

    Oliver Kreylos
    Keymaster

    IO::StandardFile: Unable to open file /etc/SARndbox-2.5/BoxLayout.txt for reading due to error 2 (No such file or directory)

    Does it write exactly this, i.e., is there a slash (“/”) before the “etc” in the filename? If so, something went wrong while building the AR Sandbox code, and it is looking for files in the wrong place. This should not happen. Did you modify the makefile in any way before building? Most importantly, does line 39 say

    INSTALLDIR := $(PWD)

    in reply to: completely turn off water? #117907

    Oliver Kreylos
    Keymaster

    Add -ws 0 0.0 to the command line.

    in reply to: Creating real-world landscapes in AR Sandbox? #117905

    Oliver Kreylos
    Keymaster

    This is how the base AR Sandbox does guided terrain creation: https://youtu.be/nPba_9WzdjI?t=699

    Details are in these threads:

    Terrian model?

    DEM Help

    ARES is based on the AR Sandbox code, but was never publicly released as far as I know.

    in reply to: Is the i7 950 powerful enough? #117904

    Oliver Kreylos
    Keymaster

    The CPU should be fine. It’s the graphics card that really matters, and a 1060 is OK.

    I am typing this from a Core i7 920 at 2.67 GHz.

    in reply to: GL error! #117903

    Oliver Kreylos
    Keymaster

    OpenGL vendor string: VMware, Inc.

    It looks like you are running the AR Sandbox from inside a virtual machine. That won’t work (or only yield extremely low frame rates), as the AR Sandbox does not get access to the physical graphics card.

    in reply to: USB buttons: rotate secondary view #117902

    Oliver Kreylos
    Keymaster

    That can be done, but it’s a bit complex. There is a tool class in Vrui that converts a pair of buttons into an analog axis (“Transformer” => “Button -> Valuator” in the tool menu, or “ButtonToValuatorTool” in configuration files. So you can create two analog axes out of the joystick’s four buttons.

    The navigation tool class you want to use is SixAxisNavigationTool which requires seven analog axes (translation along three axes, rotation around three axes, uniform scaling).

    You still need to create five analog axes out of thin air, and the best way is to use a set of radio buttons to replicate your two joystick axes into 8 total axes, two of which will be active at any given time. This is done by class MultiShiftButtonTool. In short:

    Step 1: Create two analog axes out of two joystick buttons each.

    Step 2: Create a multi-shift tool with four planes, using four arbitrary buttons as switch buttons and the two created analog axes as replicated features.

    Step 3: Create a six-axis navigation tool and bind it to 7 of the 8 created analog axes.

    Step 4 (optional): Put a cap (NopTool) on the eighth axis to avoid annoying tool menu pop-ups.

    Here’s a template tool binding section:

    section DefaultTools
      section JoystickXAxis
        toolClass ButtonToValuatorTool
        bindings ((Device, PositiveXButton, NegativeXButton)) # Change device and button names as needed
      endsection
    
      section JoystickYAxis
        toolClass ButtonToValuatorTool
        bindings ((Device, PositiveYButton, NegativeYButton)) # Change device and button names as needed
      endsection
    
      section AxisReplicator
        toolClass MultiShiftButtonTool
        bindings ((Device, Plane1Button, Plane2Button, Plane3Button, Plane4Button), \ # Change these names as needed
                  (JoystickXAxis, Valuator0), (JoystickYAxis, Valuator0))
        numPlanes 4
        resetFeatures true
      endsection
    
      section JoystickNavigation
        toolClass SixAxisNavigationTool
        bindings ((AxisReplicator, Valuator0, Valuator1, Valuator2, Valuator3, Valuator4, Valuator5, Valuator6))
      endsection
    
      section JoystickCap
        toolClass NopTool
        bindings ((AxisReplicator, Valuator7))
      endsection
    endsection
    in reply to: Real lava surface #117900

    Oliver Kreylos
    Keymaster

    The “real water surface” renderer doesn’t use explicit shaders, and the material properties for the surface are hardcoded right now, in the place where you found them. It would be a medium-scale change to move from fixed functionality to a shader, and ideally use the same shader source as the texture-based water renderer.

    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.

Viewing 15 posts - 16 through 30 (of 459 total)