ARToolKit | Mailing List Archive |
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From: | Bram Stolk <bram@s ......> | Received: | Dec 5, 2005 |
To | artoolkit@h .................. | ||
Subject: | decoupling camera/observer | ||
Hi there, How feasible is it to decouple the camera/render viewpoints in artoolkit ? E.g., in 2D: CAM0 CAM1 \ / MARKER | | EYE I was thinking of a scenario like this: -Both camera's determine relative pos/ori of marker -If both find the marker: average absolute pos/ori -Render for viewpoint at EYE (Assuming that relative position of EYE wrt CAM0 and CAM1 is known) What I'm trying to find out, is wheter artoolkit is usable for a device as this one: http://homepages.cwi.nl/~robertl/pss/pss.html Bram -- Bram Stolk, VR Engineer SARA, Amsterdam. tel +31 20 592 3000 "Windows is a 32-bit extension to a 16-bit graphical shell for an 8-bit operating system originally coded for a 4-bit microprocessor by a 2-bit company that can't stand 1 bit of competition." |
From: | Daniel Wagner <daniel@i ...............> | Received: | Dec 5, 2005 |
To | artoolkit@h .................. | ||
Subject: | Re: decoupling camera/observer | ||
Bram Stolk wrote: >How feasible is it to decouple the camera/render viewpoints in artoolkit ? > this depends on your setup. if you have a single camera and the render view is showing that camera's video as background (as most basic ARToolKit setups do) then it probably makes no sense to put the renderer's (virtual) camera to another position than the position determined by ARToolKit since your rendered content would simply not match your video background. if you want to use optical see-through HMDs or shutter glasses (as on that webpage) then this is the way to go. all you need to do is to offset the camera's position a little bit for the left and right eye... bye, Daniel |
From: | Chris McCormick <chris@m ...........> | Received: | Dec 6, 2005 |
To | Bram Stolk <bram@s ......> | ||
Subject: | Re: decoupling camera/observer | ||
Hi Bram, I don't beleive you'd need two cameras to do this. I did something similar in concept recently - an art installation in which the user can use big paper cubes with the marker printed on every side, to paint on a virtual canvass (projected on the wall). This required the camera to be facing back from the projection surface to the user who was standing near the projector, and also required the camera to be offset slightly from the projector. If you look at the code here you can see what I mean: http://mccormick.cx/dev/argraf/arPaint/ The GL projection matrix had to be inverted and moved around because of the position and orientation of the user and the projection surface. It's all hardcoded into the drawing functions because this was a one-off art installation, but you could modularise it and do something similar. So in short, I think that you could use ARToolkit to build something similar to the link that you sent. Best regards, Chris. On Mon, Dec 05, 2005 at 05:34:30PM +0100, Bram Stolk wrote: > Hi there, > > How feasible is it to decouple the camera/render viewpoints in artoolkit ? > E.g., in 2D: > > > CAM0 CAM1 > \ / > MARKER > | > | > EYE > > I was thinking of a scenario like this: > -Both camera's determine relative pos/ori of marker > -If both find the marker: average absolute pos/ori > -Render for viewpoint at EYE > (Assuming that relative position of EYE wrt CAM0 and CAM1 is known) > > What I'm trying to find out, is wheter artoolkit is usable for > a device as this one: > http://homepages.cwi.nl/~robertl/pss/pss.html > > Bram > > -- > Bram Stolk, VR Engineer SARA, Amsterdam. tel +31 20 592 3000 > > "Windows is a 32-bit extension to a 16-bit graphical shell for an 8-bit > operating system originally coded for a 4-bit microprocessor by a 2-bit > company that can't stand 1 bit of competition." ------------------- chris@m ........... http://mccormick.cx |