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  • in reply to: Feature wish list #101696

    Rickshaw
    Participant

    How about a parameter to speed-up manual “drying” of the water simulation?

    Currently, dry time is related proportionally to the rain strength (-rs) parameter. The heavier it rains, the quicker it also dries when a “Dry” button is held.

    But if I want to watch how a landscape flows water under an extended light rain (say 2 or 3 minutes at -rs 0.05) it takes 2 or 3 minutes to dry the rain from the ponds where it collects.

    A “Dry” feature which is not directly related to the “-rs” parameter would be great! 🙂

    – Rick
    San Diego, CA

    in reply to: Rain setup (options) #101692

    Rickshaw
    Participant

    Oliver,
    Here’s a video of my cursor & rain situation:

    Can you help me?

    in reply to: Rain setup (options) #101684

    Rickshaw
    Participant

    OK, Thank you. I can now make it rain with the “1” key, and Drain with the “2” key, But… it continues to rain with my hand over the sandbox too. Is there a -ws parameter that needs to be (de)activated?

    And this is weird… It doesn’t rain under my cursor.
    When I move the cursor vertically (front to back) in the sandbox, the rain falls on a single horizontal line (right to left) in the center of the sandbox. No matter where I put the cursor, it rains only on the center horizontal line.

    I’m running 1.5-001, with a GTX970 and a Core i3, and I’m mostly Linux illiterate, (just following the steps).

    Thanks for all your help! I’m sure you already know by now how amazing this project is.

    in reply to: Rain setup (options) #101670

    Rickshaw
    Participant

    Thank you Oliver!
    I can’t get to my Sandbox until this evening… Is this for 1.6 only, or does it also work in 1.5-001?

    – Rick
    San Diego, CA

    in reply to: Rain setup (options) #101668

    Rickshaw
    Participant

    Hansf wrote:

    if you press “1” on the keyboard and choose the “manage water locally” option, then you could use “1” to make it rain where the mouse is.

    When I get to the “manage water”, or “add water locally” options, all I get is the option to “Dry”. There is no option to have it rain where the mouse is… but I see that others are doing it.

    Would someone please help me figure this out? 🙂

    Thanks in advance!

    – Rick

    in reply to: Sandbox Art #101648

    Rickshaw
    Participant

    America?
    America?

    in reply to: Full Screen Mode #101647

    Rickshaw
    Participant

    Thanks Oliver… I got it to work this evening. I was missing a “.” or a “~” at the top of my path.
    Again, Linux Newbie, so thank you!

    – Rick

    in reply to: Lowering the Cost #101620

    Rickshaw
    Participant

    My total cost was about $750 USD.
    Patience, and finding used items on eBay and Craigslist, rather than getting everything immediately helped. Also, a long-throw projector is WAAAY cheaper than a BENQ short-throw. The obvious disadvantage is height above the sandbox.

    Broken down as follows:
    1. I ended up with a used Dell 1100MP projector I got on Craigslist for $60. (They’re also on eBay for around $100USD) It has 600 hours on it, but its lamp life is rated at 2000 hours. I figure at 3-4 hours a day at the elementary school where I built the sandbox, it should last a couple years.
    2. I had to buy a remote on eBay for $20, because the projector is up so high. (6.5 feet (2m) above the sandbox, which is about 9 feet (3m) above the floor, I had to remove drop-ceiling tiles!)
    3. The height required a VGA extension cable, and a short AC extension cord for the projector. ($5 each)
    4. I got a Core i3 tower on Craigslist for $150.
    The sandbox wood, brackets, bolts and Projector supports cost me about $160 at Home Depot
    5. I didn’t skimp on a $350 GTX970 video card.

    My total cost was about $750… Until I fried the motherboard.
    So, A word of advice: Re-seat your large video card if you transport your computer.

    I destroyed my original motherboard in the 10-minute drive between my home and the school. The video card is so big, it got slightly loose during the drive, and shorted-out the motherboard when I turned it on. This set me back over summer break, and another $65 for a replacement motherboard from eBay.

    – Rick
    San Diego, CA

    in reply to: Full Screen Mode #101619

    Rickshaw
    Participant

    Hi Oliver,
    Having our sandbox boot-up in fullscreen mode is the LAST item that I can’t get working.
    I’m running Mint Mate, and using SARndbox 1.5-001. I am a Linux newbie, so please go easy on me! 🙂

    I’ve tried your Vrui.cfg file suggestion, but it doesn’t seem to work. (Even adding the “-mergeConfig” path in the command line.) It’s in the same directory as my SARndbox program file.

    It’s possible I am not creating the Vrui.cfg file correctly. It shows up as a “TXT” icon in Mint GUI, as opposed to other Vrui.cfg files that show as an “ABC” icon. I’ve tried copying a different Vrui.cfg, and replacing that text with your code above, but it’s still not working for me.

    It’s also possible that since I’m doing it through the Mint GUI, that it’s not the same as creating one from a command line. From the command line, can you explain how to “create” a Vrui.cfg file in my path, then edit it?

    Is it possible that Mint Mate requires something different than your (>1 year old) code above?

    Best regards,

    – Rick
    San Diego, CA

    in reply to: README File – would someone post the text? #101614

    Rickshaw
    Participant

    For Version 1.5-001:

    ========================================================================
    README for Augmented Reality Sandbox (SARndbox) version 1.5
    Copyright (c) 2012-2013 Oliver Kreylos
    ========================================================================

    Overview
    ========

    The Augmented Reality Sandbox is an augmented reality application
    scanning a sand surface using a Kinect 3D camera, and projecting a real-
    time updated topography map with topographic contour lines, hillshading,
    and an optional real-time water flow simulation back onto the sand
    surface using a calibrated projector.

    Requirements
    ============

    The Augmented Reality Sandbox requires Vrui version 3.0 build 001 or
    newer, and the Kinect 3D Video Capture Project version 2.7 or newer.

    Installation Guide
    ==================

    It is recommended to download or move the source packages for Vrui, the
    Kinect 3D Video Capture Project, and the Augmented Reality Sandbox into
    a src directory underneath the user’s home directory. Otherwise,
    references to ~/src in the following instructions need to be changed.

    It is also recommended to skip optional steps 4 and 6 in the following
    instructions. The Augmented Reality Sandbox does not need to be
    installed in order to be used; installation (to a system directory such
    as /usr/local) is only recommended if the Augmented Reality Sandbox will
    be used from multiple user accounts.

    0. Install Vrui from ~/src/Vrui-<version>-<build> (see Vrui README file).

    0.5 Install the Kinect 3D Video Capture Project from
    ~/src/Kinect-<version> (see the Kinect 3D Video Capture Project
    README file).

    1. Change into ~/src directory and unpack the Augmented Reality Sandbox
    tarball:
    > cd ~/src
    > tar xfz <download path>/SARndbox-<version>.tar.gz
    – or –
    > tar xf <download path>/SARndbox-<version>.tar

    2. Change into the Augmented Reality Sandbox’s base directory:
    > cd SARndbox-<version>

    3. If the Vrui version installed in step 0 was not 3.0, or Vrui’s
    installation directory was changed from the default of ~/Vrui-3.0,
    adapt the makefile using a text editor. Change the value of
    VRUI_MAKEDIR close to the beginning of the file as follows:
    VRUI_MAKEDIR := <Vrui install dir>/share/make
    Where <Vrui install dir> is the installation directory chosen in
    step 0. Use $(HOME) to refer to the user’s home directory instead
    of ~.

    4. Optional: Adapt makefile if the Augmented Reality Sandbox is to be
    installed in a different location, for example /usr/local. Set
    INSTALLDIR to the desired target location. The Augmented Reality
    Sandbox will then be installed in <INSTALLDIR>/bin, and its
    configuration files will be installed in <INSTALLDIR>/etc (where
    <INSTALLDIR> is the value of INSTALLDIR set in the makefile).

    5. Build the Augmented Reality Sandbox:
    > make

    6. Optional: Install the Augmented Reality Sandbox in the selected
    target location. This is only necessary if the INSTALLDIR variable in
    the makefile was changed. By default, the Augmented Reality Sandbox
    can be run from its base directory. To install:
    > make install
    – or, if the target location is a system directory –
    > sudo make install
    This will copy all executables into <INSTALLDIR>/bin, and all
    configuration files into <INSTALLDIR>/etc.

    7. Optional: Add directory containing the Augmented Reality Sandbox
    executable (~/src/SARndbox-<version>/bin in the default installation,
    <INSTALLDIR>/bin otherwise) to the user’s search path. This allows
    running the Augmented Reality Sandbox from any directory. Using csh
    or tcsh:
    > setenv PATH ${PATH}:~/src/SARndbox-<version>/bin
    – or –
    > setenv PATH ${PATH}:<INSTALLDIR>/bin
    where <INSTALLDIR> is the target location set in the makefile.
    Using bash:
    > export PATH=${PATH}:~/src/SARndbox-<version>/bin
    – or –
    > export PATH=${PATH}:<INSTALLDIR>/bin
    These lines can also be added to the user’s .cshrc or .bashrc files
    to make the additions persist between logins.

    Use
    ===

    The Augmented Reality Sandbox package contains the sandbox application
    itself, SARndbox, and a calibration utility to interactively measure a
    transformation between the Kinect camera scanning the sandbox surface,
    and the projector projecting onto it. The setup procedure described
    below also uses several utilities from the Kinect 3D video capture
    project.

    Setup and Calibration
    ———————

    Before the Augmented Reality Sandbox can be used, the hardware (physical
    sandbox, Kinect camera, and projector) has to be set up properly, and
    the various components have to be calibrated internally and with respect
    to each other. While the sandbox can be run in “trial mode” with very
    little required setup, for the full effect the following steps have to
    be performed in order:

    1. (Optional) Calculate per-pixel depth correction coefficients for the
    Kinect camera.

    2. (Optional) Internally calibrate the Kinect camera.

    3. Mount the Kinect camera above the sandbox so that it is looking
    straight down, and can see the entire sand surface. Use
    RawKinectViewer from the Kinect 3D video capture project to line up
    the depth camera while ignoring the color camera.

    4. Measure the base plane equation of the sand surface relative to the
    Kinect camera’s internal coordinate system using RawKinectViewer’s
    plane extraction tool. (See “Using Vrui Applications” in the Vrui
    HTML documentation on how to use RawKinectViewer, and particularly on
    how to create / destroy tools.)

    5. Measure the extents of the sand surface relative to the Kinect
    camera’s internal coordinate system using KinectViewer and a 3D
    measurement tool.

    6. Mount the projector above the sand surface so that it projects its
    image perpendicularly onto the flattened sand surface, and so that
    the projector’s field-of-projection and the Kinect camera’s field-of-
    view overlap as much as possible. Focus the projector to the
    flattened average-height sand surface.

    7. Calculate a calibration matrix from the Kinect camera’s camera space
    to projector space using the CalibrateProjector utility and a
    circular calibration target (a CD with a fitting white paper disk
    glued to one surface).

    8. Test the setup by running the Augmented Reality Sandbox application.

    Step 1: Per-pixel depth correction
    ———————————-

    Kinect cameras have non-linear distortions in their depth measurements
    due to uncorrected lens distortions in the depth camera. The Kinect 3D
    video capture project has a calibration tool to gather per-pixel
    correction factors to “straighten out” the depth image.

    To calculate depth correction coefficients, start the RawKinectViewer
    utility and create a “Calibrate Depth Lens” tool. (See “Using Vrui
    Applications” in the Vrui HTML documentation on how to create tools.)
    Then find a completely flat surface, and point the Kinect camera
    perpendicularly at that surface from a variety of distances. Ensure that
    the depth camera only sees the flat surface and no other objects, and
    that there are no holes in the depth images.

    Then capture one depth correction tie point for each distance between
    the Kinect camera and the flat surface:

    1. Line up the Kinect camera.

    2. Capture an average depth frame by selecting the “Average Frames” main
    menu item, and wait until a static depth frame is displayed.

    3. Create a tie point by pressing the first button bound to the
    “Calibrate Depth Lens” tool.

    4. De-select the “Average Frames” main menu item, and repeat from step 1
    until the surface has been captured from sufficiently many distances.

    After all tie points have been collected:

    5. Press the second button bound to the “Calibrate Depth Lens” tool to
    calculate the per-pixel depth correction factors based on the
    collected tie points. This will write a depth correction file to the
    Kinect 3D video capture project’s configuration directory, and print
    a status message to the terminal.

    Step 2: Internally calibrate the Kinect camera
    ———————————————-

    Individual Kinect cameras have slightly different internal layouts and
    slightly different optical properties, meaning that their internal
    calibrations, i.e., the projection matrices defining how to project
    depth images back out into 3D space, and how to project color images
    onto those reprojected depth images, differ individually as well. While
    all Kinects are factory-calibrated and contain the necessary calibration
    data in their firmware, the format of those data is proprietary and
    cannot be read by the Kinect 3D video capture project software, meaning
    that each Kinect camera has to be calibrated internally before it can be
    used. In practice, the differences are small, and a Kinect camera can be
    used without internal calibration by assigning default calibration
    values, but it is strongly recommended to perform calibration on each
    device individually.

    The internal calibration procedure requires a semi-transparent
    calibration target; precisely, a checkerboard with alternating clear and
    opaque tiles. Such a target can be constructed by gluing a large sheet
    of paper to a clear glass plate, drawing or ideally printing a
    checkerboard onto it, and cutting out all “odd” tiles using large rulers
    and a sharp knife. It is important that the tiles are lined up precisely
    and have precise sizes, and that the clear tiles are completely clean
    without any dust, specks, or fingerprints. Calibration targets can have
    a range of sizes and numbers of tiles, but we found the ideal target to
    contain 7×5 tiles of 3.5″x3.5″ each.

    Given an appropriate calibration target, the calibration process is
    performed using RawKinectViewer and its “Draw Grids” tool. The procedure
    is to show the calibration target to the Kinect camera from a variety of
    angles and distances, and to capture a calibration tie point for each
    viewpoint by fitting a grid to the target’s images in the depth and
    color streams interactively.

    The detailed procedure is:

    1. Aim Kinect camera at calibration target from a certain position and
    angle. It is important to include several views where the calibration
    target is seen at an angle.

    2. Capture an average depth frame by selecting the “Average Frames” main
    menu item, and wait until a static depth frame is displayed.

    3. Drag the virtual grids displayed in the depth and color frames using
    the “Draw Grid” tool’s first button until the virtual grids exactly
    match the calibration target. Matching the target in the depth frame
    is relatively tricky due to the inherent fuzziness of the Kinect’s
    depth camera. Doing this properly will probably take some practice.
    The important idea is to get a “best fit” between the calibration
    target and the grid. For the particular purpose of the Augmented
    Reality Sandbox, the color frame grids can be completely ignored
    because only the depth camera is used; however, since calibration
    files are shared between all uses of the Kinect 3D video capture
    project, it is best to perform a full, depth and color, calibration.

    4. Press the “Draw Grid” tool’s second button to store the just-created
    calibration tie point.

    5. Deselect the “Average Frames” main menu entry, and repeat from step 1
    until a sufficient number of calibration tie points have been
    captured. The set of all tie points already selected can be displayed
    by pressing the “Draw Grid” tool’s third button.

    After all tie points have been collected:

    6. Press the “Draw Grid” tool’s fourth button to calculate the Kinect
    camera’s internal calibration parameters. These will be written to an
    intrinsic parameter file in the Kinect 3D video capture project’s
    configuration directory.

    Step 3: Mount the Kinect camera above the sandbox
    ————————————————-

    In theory, the Kinect camera can be aimed at the sand surface from any
    position and/or angle, but for best results, we recommend to position
    the camera such that it looks straight down onto the surface, and such
    that the depth camera’s field-of-view exactly matches the extents of the
    sandbox. RawKinectViewer can be used to get real-time visual feedback
    while aligning the Kinect camera.

    Step 4: Measure the base plane equation of the sand surface
    ———————————————————–

    Because the Kinect camera can be aimed at the sand surface arbitrarily,
    the Augmented Reality Sandbox needs to know the equation of the “base
    plane” corresponding to the average flattened sand surface, and the “up
    direction” defining elevation above or below that base plane.

    The base plane can be measured using RawKinectViewer and the “Extract
    Planes” tool. Flatten and average the sand surface such that it is
    exactly horizontal, or place a flat board above the sand surface. Then
    capture an average depth frame by selecting the “Average Frames” main
    menu entry, and wait until the depth image stabilizes. Now use the
    “Extract Planes” tool to draw a rectangle in the depth frame that *only*
    contains the flattened sand surface. After releasing the “Extract
    Planes” tool’s button, the tool will calculate the equation of the plane
    best fitting the selected depth pixels, and print two versions of that
    plane equation to the terminal: the equation in depth image space, and
    the equation in camera space. Of these, only the second is important.
    The tool prints the camera-space plane equation in the form

    x * (normal_x, normal_y, normal_z) = offset

    This equation has to be entered into the sandbox layout file, which is
    by default called BoxLayout.txt and contained in the Augmented Reality
    Sandbox’s configuration directory. The format of this file is simple:
    the first line contains the sandbox’s base plane equation in the form

    (normal_x, normal_y, normal_z), offset

    The plane equation printed by the “Extract Planes” tool only needs to be
    modified slightly when pasting it into the sandbox layout file: the “x
    *” part has to be removed, and the equal sign has to be replaced by a
    comma. The other four lines in the sandbox layout file are filled in in
    the next calibration step.

    The base plane equation defines the zero elevation level of the sand
    surface. Since standard color maps equate zero elevation with sea level,
    and due to practical reasons, the base plane is often measured above the
    flattened average sand surface, it might be desirable to lower the zero
    elevation level. This can be done easily be editing the sandbox layout
    file. The zero elevation level can be shifted upwards by increasing the
    offset value (the fourth component) of the plane equation, and can be
    shifted downwards by decreasing the offset value. The offset value is
    measured in cm; therefore, adding 10 to the original offset value will
    move sea level 10 cm upwards.

    Step 5: Measure the extents of the sand surface
    ———————————————–

    The Augmented Reality Sandbox needs to know the lateral extents of the
    visible sand surface with respect to the base plane. These are defined
    by measuring the 3D positions of the four corners of the flattened
    average sand surface using KinectViewer and a 3D measurement tool, and
    then entering those positions into the sandbox layout file.

    Start KinectViewer, and create a 3D measurement tool by assigning a
    “Mouse -> Screen Projector” tool to some button, and then a “Measurement
    Tool” tool to the same button. Then measure the 3D positions of the four
    corners of the flattened sand surface in the order lower left, lower
    right, upper left, upper right; in other words, form a mirrored Z
    starting in the lower left. To measure the positions correctly, change
    the view until the sand surface is aligned to the screen plane, i.e.,
    until the crosshairs displayed while the viewpoint is changed exactly
    touch the virtual sand surface along its entire extent. Then move the
    mouse to the four corners of the virtual sand surface, and click the
    “Measurement Tool” tool’s button once each time.

    The measurement tool will save its measurements in a file in the current
    directory, with a name of MeasurementToolXXXX.dat. This file will
    contain one line per collected measurement point, prefixed by
    “Navigational position” followed by the point’s x, y, and z coordinates.
    Paste the coordinates of each point into the sandbox layout file in the
    order mentioned above. Afterwards, the measurement file can be deleted.

    Step 6: Mount the projector above the sandbox
    ———————————————

    Just like with the Kinect camera, the Augmented Reality Sandbox is
    capable of dealing with arbitrary projector alignments. As long as there
    is some overlap between the Kinect camera’s field-of-view and the
    projector’s projection area, the two can be calibrated with respect to
    each other. However, for several reasons, it is best to align the
    projector carefully such that it projects perpendicularly to the
    flattened average sand surface. The main reason is pixel distortion: if
    the projection is wildly off-axis, the size of projected pixels will
    change sometimes drastically along the sand surface. While the Augmented
    Reality Sandbox can account for overall geometric distortion, it cannot
    change the size of displayed pixels, and the projected image looks best
    if all pixels are approximately square and the same size.

    Some projectors, especially short-throw projectors, have off-axis
    projections, meaning that the image is not centered on a line coming
    straight out of the projection lens. In such cases, perpendicular
    projection does not imply that the projector is laterally centered above
    the sandbox; in fact, it will have to be mounted off to one side. The
    criterion to judge perpendicular projection is that the projected image
    appears as a rectangle, not a trapezoid.

    We strongly recommend against using any built-in keystone correction a
    particular projector model might provide. The Augmented Reality Sandbox
    corrects for keystoning internally, and projector-based keystone
    correction works on an already pixelated image, meaning that it severely
    degrages image quality. Never use keystone correction. Align the
    projector as perpendicularly as possible, and let the Augmented Reality
    Sandbox handle the rest.

    The second reason to aim for perpendicular projections is focus.
    Projector images are focused in a plane perpendicular to the projection
    direction, meaning that only a single line of the projected image will
    be in correct focus when a non-perpendicular projection is chosen.
    Either way, after the projector has been mounted, we recommend to focus
    it such that the entirety of the flattened average sand surface is as
    much in focus as possible.

    On a tangential note, we also strongly recommend to only run projectors
    at their native pixel resolutions. Most projector models will support a
    wide range of input video formats to accomodate multiple uses, but using
    any resolution besides the one corresponding to the projector’s image
    generator is a very bad idea because the projector will have to rescale
    the input pixel grid to its native pixel grid, which causes severe
    degradation in image quality. Some projectors “lie” about their
    capabilities to seem more advanced, resulting in a suboptimal resolution
    when using plug&play or automatic setups. It is always a good idea to
    check the projector’s specification for its native resolution, and
    ensure that the graphics card uses that resolution when the projector is
    connected.

    Step 7: Calculate the projector calibration matrix
    ————————————————–

    The most important step to create a true augmented reality display is to
    calibrate the Kinect camera capturing the sand surface and the projector
    projecting onto it with respect to each other, so that the projected
    colors and topographic contour lines appear exactly in the right place.
    Without this calibration, the Augmented Reality Sandbox is just a
    sandbox with some projection.

    This calibration step is performed using the CalibrateProjector utility,
    and a custom calibration target. This target has to be a flat circular
    disk whose exact center point is marked in some fashion. We recommend to
    use an old CD, glue a white paper disk of the proper size to one side,
    and draw two orthogonal lines through the CD’s center point onto the
    paper disk. It is important that the two lines intersect in the exact
    center of the disk.

    The calibration procedure is to place the disk target into the Kinect
    camera’s field-of-view in a sequence of prescribed positions, guided by
    the projector. When CalibrateProjector is started, it will first capture
    a background image of the current sand surface; it is important that the
    surface is not disturbed during or after this capture step, and that no
    other objects are between the Kinect camera and the sand surface.
    Afterwards, CalibrateProjector will collect a sequence of 3D tie points.
    For each tie point, it will display two intersecting lines. The user has
    to position the disk target such that the projected lines exactly
    intersect in the disk’s center point, and such that the disk surface is
    parallel to the flattened average sand surface, i.e., the base plane
    that was collected in a previous calibration step. It is important to
    place the disk at a variety of elevations above and ideally below the
    base surface to collect a full 3D calibration matrix. If all tie points
    are in the same plane, the calibration procedure will fail.

    The exact procedure is as follows:

    1. Start CalibrateProjector and wait for it to collect a background
    frame. Background capture is active while the screen is red. It is
    essential to run CalibrateProjector in full-screen mode on the
    projector, or the resulting calibration will be defective. See the
    Vrui user’s manual on how to force Vrui applications to run at the
    proper position and size.
    When started, CalibrateProjector must be told the exact pixel size of
    the projector’s image using the -s <width> <height> command line
    option. Using a wrong pixel size will result in a defective
    calibration. The recommended BenQ short-throw projector has 1024×768
    pixels, which is also the default in the software. In other words,
    when using an XGA-resolution projector, the -s option is not
    required.

    2. Create a “Capture” tool and bind it to two keys (here “1” and “2”).
    Press and hold “1” and move the mouse to highlight the “Capture” item
    in the tool selection menu that pops up. Then release “1” to select
    the highlighted item. This will open a dialog box prompting to press
    a second key; press and release “2”. This will close the dialog box.
    Do not press “1” again when the dialog box is still open; that will
    cancel the tool creation process.
    This process binds functions to two keys: “1” will capture a tie
    point, and “2” will re-capture the background sand surface. “2”
    should only be pressed if the sand surface changes during the
    calibration procedure, for example if a hole is dug to capture a
    lower tie point. After any change to the sand surface, remove the
    calibration object and any other objects, press “2”, and wait for the
    screen to turn black again.

    3. Place the disk target at some random elevation above or below the
    flattened average sand surface such that the intersection of the
    projected white lines exactly coincides with the target’s center
    point.

    4. Remove your hands from the disk target and confirm that the target
    is seen by the Kinect camera. CalibrateProjector will display all
    non-background objects as yellow blobs, and the object it identified
    as the calibration target as a green blob. Because there is no
    calibration yet, the green blob corresponding to the disk target will
    not be aligned with the target; simply ensure that there is a green
    blob, that it is circular and stable, and that it matches the actual
    calibration target (put your hand next to it, and see if the yellow
    blob matching your hand appears next to the green blob).

    5. Press the “Capture” tool’s first button (“1″), and wait until the tie
    point is captured. Do not move the calibration target or hold any
    objects above the sand surface while a tie point is captured.

    6. CalibrateProjector will move on to the next tie point position, and
    display a new set of white lines. Repeat from step 3 until all tie
    points have been captured. Once the full set has been collected,
    CalibrateProjector will calculate the resulting calibration matrix,
    print some status information, and write the matrix to a file inside
    the Augmented Reality Sandbox’s configuration directory. The user can
    continue to capture more tie points to improve calibration as
    desired; the calibration file will be updated after every additional
    tie point. Simply close the application window when satisfied.
    Additionally, after the first round of tie points has been collected,
    CalibrateProjector will track the calibration target in real-time and
    indicate its position with red crosshairs. To check calibration
    quality, place the target anywhere in or above the sandbox, remove
    your hands, and ensure that the red crosshairs intersect in the
    target’s center.

    Step 8: Run the Augmented Reality Sandbox
    —————————————–

    At this point, calibration is complete. It is now possible to run the
    main Augmented Reality Sandbox application, SARndbox, without any
    required command line options. It is, however, important to run the
    application in full-screen mode on the projector, or at least with the
    exact same window position and size as CalibrateProjector in step 7. If
    this is not done correctly, the calibration will not work as desired.

    To check the calibration, observe how the projected colors and
    topographic contour lines exactly match the physical features of the
    sand surface. If there are discrepancies between the two, repeat
    calibration step 7 until satisfied. On a typical 40″x30″ sandbox, where
    the Kinect is mounted approximately 38” above the sandbox’s center
    point, and using a perpendicularly projecting 1024×768 projector,
    alignment between the real sand surface and the projected features
    should be on the order of 1 mm.

    SARndbox provides a plethora of configuration files and command line
    options to fine-tune the operation of the Augmented Reality Sandbox as
    desired. Run SARndbox -h to see the full list of options and their
    default values, or refer to external documentation on the project’s web
    site.

    Note on water simulation
    ————————

    Without the real-time water simulation, the Augmented Reality Sandbox
    has very reasonable hardware requirements. Any current PC with any
    current graphics card should be able to run it smoothly. The water
    simulation, on the other hand, places extreme load even on high-end
    current hardware. We therefore recommend to turn off the water
    simulation, using the -ws 0.0 0 command line option to SARndbox, or
    reducing its resolution using the -wts <width> <height> command line
    option with small sizes, e.g., -wts 200 150, for initial testing or
    unless the PC running the Augmented Reality Sandbox has a top-of-the
    line CPU, a high-end gaming graphics card, e.g., and Nvidia GeForce 680,
    and the vendor-supplied proprietary drivers for that graphics card.

    in reply to: Killing the X-Server – Not working #100948

    Rickshaw
    Participant

    Did you download the Nvidia driver blob directly from Nvidia’s site, or did you go through Ubuntu’s built-in “additional drivers” control panel?

    Yes, I tried the Ubuntu “Additional Drivers” control panel, but there were no drivers listed. All I got was blank window with something like: “No proprietary drivers are in use.”

    Conversely, in Linux Mint, there was a Nvidia Alternate Driver listed, but it would never install fully, so I’m back to Ubuntu. In other words: It appears Mint recognizes my card in the computer but won’t finish the driver installation, and Ubuntu must be forced to recognize the card outside the x-server.

    Based on the 2 different computers that I was using to prototype my sandbox, and nearly 100 hours of troubleshooting, it’s my experience that the same version of Linux run on 2 different motherboards will yield different results and issues… and vice/versa: Different Linux operating systems (but based on the same Kernel) will perform differently on the same hardware.

    I’m planning a full-writeup for complete re-installation, in case the hard drive crashes, or the projector needs recalibration in later years. I can post all of that here when I’m done.

    in reply to: I don't speak Linux – Can I do this? #100940

    Rickshaw
    Participant

    [UPDATE – 1 MONTH LATER]

    Yes, I can!

    I now have a working prototype, with rain & water simulation running on my garage workbench, and a white bath towel substituting for sand.

    Disclaimer:
    I’ve spent close to 100 hours of long evenngs over the last month getting this to work. Some of those hours were completely baffling: Motherboard issues, Operating system installation hangups, power supply issues, a bad hard drive, learning Linux commands, and GPU driver issues.

    I still don’t completely understand all the Linux commands I’m typing in, but I am getting a basic feel for it. (And also why Windows is a much more accessible OS!!)

    So, thanks to everyone who has helped me during my effort, especially Oliver, who started this adventure.

    It may not be for everyone, but I’m proof that Oliver’s videos and instructions, and this forum are good enough that it can be done by non-native Linux users.

    – Rick
    San Diego, CA

    in reply to: Killing the X-Server – Not working #100934

    Rickshaw
    Participant

    Of many different solutions I found online, I finally found a set which worked for me.

    (From http://askubuntu.com/questions/162535/why-does-switching-to-the-tty-give-me-a-blank-screen)

    —–
    This is usually caused because the graphical text-mode resolution set at boot up is not compatible with your video card. The solution is to switch to true text-mode by configuring Grub appropriately:

    Open the terminal with Ctrl+Alt+T
    Paste the below, and enter your password when asked:

    sudo sed -i -e ‘s/#GRUB_TERMINAL/GRUB_TERMINAL/g’ /etc/default/grub

    Then type sudo update-grub

    Reboot and the virtual terminals should now work.

    ——-
    They do, however, I also found that I could only install the drivers from a text window (ctrl-alt-F1). They would not install from a terminal in the GUI.

    In fact, I found that I needed to install most of the sandbox software from a text window, which was not necessary with my older video card.

    Calibrating my box and Kinect this week. Hopefully everything else goes well!!

    – Rick

    in reply to: Dependency problems in Ubuntu-14.04.2 #100931

    Rickshaw
    Participant

    I believe the link to the old release of 14.04.1 has changed to:
    http://old-releases.ubuntu.com/releases/14.04.1/

    in reply to: KinectUtil not finding my Kinect #100862

    Rickshaw
    Participant

    Well Oliver, that was a HUGE revelation. It works now – because the power supply that came with the USB adapter wasn’t making contact with my AC-plug.

    A little tweaking of the blades on the plug now supplies power to the Kinect, and it works.

    THANK YOU!!!

    …Now onto the calibration.

    – Rick

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