Forum Replies Created

Viewing 15 posts - 16 through 30 (of 448 total)
  • Author
    Posts
  • 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.


    Oliver Kreylos
    Keymaster

    That is correct; the projector calibration matrix overrides Vrui’s navigation and viewing transformation in -fpv mode. As the calibration matrix is an arbitrary projective transformation, to support all possible alignments between projector and camera including keystone distortion, it can not be fully recreated by Vrui’s transformations, which are uniformly scaled rigid body transformations. The best option is to align those two transformations as closely as possible, in which case interaction with UI components such as virtual input devices will work quite well.

    Start SARndbox without -fpv, and use the normal mouse navigation tool to align the 3D model as best as you can with the 3D sand surface by rotating, panning, and scaling. Then save the current viewpoint (Vrui system menu, view, save view), and afterwards start SARndbox with -fpv -loadView <viewpoint file name> That will load the manually-aligned view, and now Vrui objects including virtual input devices will be rendered almost in the correct places.

    in reply to: Slow water??? #115992

    Oliver Kreylos
    Keymaster

    What’s your graphics card’s load while water is slow? Run nvidia-settings and go to the “GPU 0” tab, which will show GPU utilization in percent.

    In general, water simulation speed is mostly independent of the amount of water in the box, but directly dependent on the maximum velocity of any water in the box. If you have any very steep terrain, or, even worse, spikes or holes from Kinect 3D reconstruction artifacts, the simulation will run slow if there is any water around those problem spots.

    Are you running a Kinect v1 or v2?

    in reply to: Screen and Water alignment off #115991

    Oliver Kreylos
    Keymaster

    The boundaries of the water simulation are read from BoxLayout.txt. Re-do the installation step where you measure the base plane equation and box extents. Afterwards, re-do the projector calibration step.

    in reply to: Unexpected screen after software installation #115990

    Oliver Kreylos
    Keymaster

    There are sometimes issues when starting a new color stream on the Kinect v2, resulting in warnings from the JPEG library. But those normally don’t affect operation, and are independent of the depth stream.

Viewing 15 posts - 16 through 30 (of 448 total)