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Immersive display on wall
Hello
I'm trying to make an immersive display on a wall and I'm using a tracker for head movement
I've been trying to adapt an algorithm that I've found
Calculating Stereo Pairs - Off axis Frustums - OpenGL
http://klee.usr.dico.unimi.it/~dan/P...eo%20Pairs.pdf
But I still have problem ... and I don't have a lot of time remaining
For the moment, In short, I have ...
the coordinates of the headtracker (helmetpos)
the 4 screen corners (pul, pur, pdl, pdr)
screen width : 2.4 m
screen height : 1.2 m
the wall is about 1.5 m from the tracking center
znear = helmetpos[Z]-pdl[Z];
zfar = 1000; or some value bigger then znear (constant for the moment)
left = pul[X]-helmetpos[X];
right = pur[X]-helmetpos[X];
bottom = pdl[Y]-helmetpos[Y];
top = pul[Y]-helmetpos[Y];
...
glFrustum( left, right, bottom, top, znear, zFar );
...
screenCenter = (pur+pdl)/2
...
gluLookAt(
helmetpos[X],helmetpos[Y],helmetpos[Z],
screenCenter[X],screenCenter[Y],screenCenter[Z], 0, 1, 0
);
...
But I still have problems to get a realistic view
and there is so many things ... I'm confused
The main problem I see is that:
Going from the left to the right limit of the screen (from a distance) make the scene go totally out of view even if it is supposed to stay in front
I know that I have to watch the screen from an Off axis Frustums but the consequences are far more than expected
Thank you for your help
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Re: Immersive display on wall
Hello
Is it possible that my problem is related to the fact that my gluLookAt is pointing to the screen center and not perpendicular to the wall
I cannot test for the moment since I'm not in the lab ... but it just came to my mind
Thanks for your help
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Super Moderator
OpenGL Lord
Re: Immersive display on wall
glFrustum / gluLookAt is not ebough when you need off-axis projection.
Read this to convince yourself :
http://local.wasp.uwa.edu.au/~pbourk...llaneous/caev/
You have to do it directly on the projection matrix.
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Re: Immersive display on wall
Thank you for your advice
But in fact, my idea was right and it now work really well
So the gluLookAt have to stay perpendicular to the wall
I may have introduced you in mistake by the lack of details
But thanks again
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