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 Post subject: CaveUT.2.5.300.Beta
Unread postPosted: Mon Aug 18, 2008 2:24 pm 
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Joined: Tue May 27, 2008 11:29 pm
Posts: 558
I am proud to announce the quiet release of the next major version of CaveUT. It is beta code, primarily intended for people who already use CaveUT and would like to upgrade. We welcome your comments and bug fixes.

The "2.5" is just a reminder that CaveUT (version 300) uses Epic Games' commercial UE 2.5 engine, the one that comes with UT2004. The "300" is the official version number of the CaveUT Mutator code along with its configuration files and documentation. You can download the package here:
Attachment:
CaveUT.2.5.300.zip [169.42 KiB]
Downloaded 393 times

To install, follow the directions in "INSTALL.TXT".
Attachment:
INSTALL.TXT [7.56 KiB]
Downloaded 403 times

My utmost thanks to Max for working hard on this, doing more than asked, and doing a great job. Thanks also to Virtual Heroes for taking on this difficult little project and sparing some of Max's time at an artificially low price. See http://www.virtualheroes.com


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Tue Aug 19, 2008 5:36 pm 
Can I test the steroscopic functions without the polarising lenses? or is all this done in the polariser for circular L/R handedness.
Everthing else seems to be functioning OK.


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Tue Aug 19, 2008 8:14 pm 
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Joined: Tue May 27, 2008 11:29 pm
Posts: 558
CaveUT has no stereographic function, however you can make your CaveUT display stereographic in three ways. It has been done several times, but not by me.

The simplest method is to point to projectors at each screen, so that
the images overlap. For each screen, put a left-handed polarizing
filter over one projector lens, and a right-handed filter over the
other projector's lens. Then, use the the XOffset parameter in
CaveUT.ini (or in the interactive menu) to produce the left/right eye
disparity between the two images. This works for both linear and
circular polarization. The downside is that you have to have an extra
computer to drive the second projector on each screen.

Alternatively, you can do what the ALTERNE project did, and get video
cards which are capable of producing active stereo. This means that
alternates between left and right eye views at 60 frames per second,
30 frames for each view. This requires the user to wear shutter
glasses that coordinate with the computer, usually via a cable or an
infrared link. For a multiscreen display, you would have to use video
cards that can be linked to each other so they can all be
"genlocked". This means that they would produce their left and right
eye images in concert.

Finally, it would be great if you could find a way to get a single
video card to produce the left and right eye views, and output them
each to their own video feed. I know this can be done with some
OpenGL programming, which I'm not ready to tackle. Maybe the modern
video cards simply have this as an option?

I will try to find the other users who managed to use CaveUT produce
stereo, and see what they have to say. I think it is very important that we work together and produce a tutorial on how to make stereographic CaveUT display.


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Thu Aug 21, 2008 2:07 pm 
The ICUBE we're using Nvidia quadro 3000 graphic cards (quadbuffer) and
genlock between three PCs. Does it mean you can't use CAVEUT with our
system?

But it does generate steroscopic images using the ICUBE s/w demonstration files

CAVEUT uses OPENGL and cards have two video o/p programmed in clone mode

we are interested in passive stereoscope using circular polarisation; can we program CAVEUT to
create stereoscope.

Emagin use the NVIDIA video cards with stereo drivers to generate 2 seperated video stream for their HMDs and allow UT2004 control of application

However, I haven't found the equivalent for projectors and thr 9800 GTX does not identify UT2004 as an application

Anyone got information on creating 2 video streams spacially seperated for 9800 GTXs or 8800's


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Sun Aug 31, 2008 9:56 am 
Found a way to use NVIDIA cards to generate seperate L and Right eye video streams.

Not tried it on the EONReality ICUBE yet but looks promising.

is there any way of testing without using the actual ICUBE equipment?

Is there Any way if photographing the stereoscopic created images?


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Mon Sep 01, 2008 1:45 am 
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Joined: Tue May 27, 2008 11:29 pm
Posts: 558
Tele3dworld2 wrote:
Found a way to use NVIDIA cards to generate seperate L and Right eye video streams.
Excellent! I had heard it was a built-in option, but I've never seen any of the particulars. did you find this in the tutorial somewhere? If so please post a link to it so I can go look at the details.

A key parameter is the is expected location of the user's eye in each image, based on the perspective correction in the scene. Hopefully that will be determined by CaveUT and/or VRGL as it would be in in the monocular view. The other parameter is "interocular distance," the expected space between each of the user eyes. It is that disparity which gives people binocular vision.

Tele3dworld2 wrote:
is there any way of testing without using the actual ICUBE equipment?

There are a number of ways.

The easiest thing to do would be to buy a cheap head-mounted display. This vendor sells some of their "iGlasses" for under $200. http://i-glassesonline.stores.yahoo.net/hmds.html Of course, your video card and driver would have to be compatible with whichever model you buy. Other vendors are selling similar devices, so you might benefit from shopping around. You should be able to plug the iGasses into the video card's output and play unreal tournament in stereo.

Because the ICUBE uses circular polarization, a much better test would be to set up a stereographic projection screen using two LCD or DLP projectors. First, you'll have to make sure that your projection screen preserves the polarization of the light as it reflects. The old silver screen surface does this, as does most projection surfaces with metal in them. Find a good vendor a projection screen material and ask them. You can probably do your tests on a fairly small piece too.

Next, go to Edmund's Optics at http://www.edmundoptics.com/onlinecatal ... 9&search=1 and nobody else. Buy four square pieces of circular polarizing film. The glass works too, but it's more expensive. Put put one over the lens of one of the projectors, keeping one flat edge up and perfectly level. I just used tape to hold it on, initially. Later on, I chopped the center out of a lens cover and taped the film to that. Do the same with the other projector, but before you secure the film, rotate it 90 degrees.

Then, take a pair of sunglasses, pop out the lenses and tape the other two pieces of polarizing film over the lens holes. Make sure that one eye has the film flat and the other has the film rotated 90-degrees. You will also want to trim some of the corners off! As you might guess, the rotated but of film over one eye will only allow that user's eye to see the image produced by the projector with the rotated pieces of film over it. The non-rotated bits match similarly. Use this to get your left and right eye images going to the correct eyes.

Be careful, because it can sometimes be easy to to get the left and right eye image is backward, and not see the problem. Just try a number of stereographic images.

Finally, if you use an LCD projector, be careful that it does not produce light which is already polarized. I once thought one that had the green and red linearly polarized and in different directions! that said, many of the dual projector systems use LCDs. DLP projectors never have this problem.

If you want to understand what's actually going on, you'll need to read up on the topic. Fortunately, people have been doing similar projection tricks for a long time, so there is plenty of explanation out there. Search on keywords "passive", "stereo", "projection", etc. Also, look through articles by Dr. David Pape, at http://resumbrae.com/ He's been doing low-cost VR for a long time.

Tele3dworld2 wrote:
Is there Any way if photographing the stereoscopic created images?
I have never seen it done in any good way! at best, the photograph shows what's going on in the double image shows that it's going on in stereo. Even monoscopic caves are difficult to photograph. My only piece of advice is to always have a person in the photo, so the viewer can tell how big the apparatus is and/or the projected images.


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Fri Sep 05, 2008 3:21 pm 
http://forums.nvidia.com/lofiversion/in ... 47784.html
enter the "falcon96" settings and whalla the old stereo CP will appear

This enables the stereo settings to be set (worked for 7/8/9000 series

I used Dual VGA Output but when tryed either the renering buffers are not working right or not sync'd
as some object gave stereo, some flashed, and some appeared in one but not the other; but there was a
shift in position. Seperation happened, etc. Using circular polarisation and back-li projection

Maybe the Opengl32 needs modding as the buffers refer to AGP cards; my cards being PCI-E

Using a 7900gt card but similar happens with more powerful cards.

Any assistance welcome.

Dump of the log file:

Log: Opened viewport
Log: Enter SetRes: 640x480 Fullscreen 1
Log: Using pixel format 5
Log: GL_VENDOR : NVIDIA Corporation
Log: GL_RENDERER : GeForce 7900 GS/PCI/SSE2/3DNOW!
Log: GL_VERSION : 2.1.2
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_NV_texture_env_combine4
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_NV_vertex_array_range
Log: OpenGL: Device supports: GL_NV_vertex_array_range2
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: WGL_EXT_swap_control
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_ARB_fragment_program
Log: OpenGL: Device supports: GL_ARB_vertex_program
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: C16 RGB565 Z16 S0
Log: OpenGL: Level of anisotropy is 1.000000 (max 16.000000).
Log: OpenGL: Forcibly disabled pixel shaders.
Log: OpenGL: Forcibly disabled render-to-texture.
Log: OpenGL: allocated 32 MByte of AGP memory
Log: Startup time: 59.865000 seconds
Log: Precaching: CTF-Face3.LevelInfo0
Log: Static mesh batches: 9700884 vertex bytes, 1341600 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Preprocessing: Vertex stream total vertices: 542 Orig wedges: 542
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 2.363 seconds
Log: Finished precaching textures in 4.339 seconds
Log: EndFullscreen
Log: Enter SetRes: 1024x753 Fullscreen 0
Log: Using pixel format 5
Log: EndFullscreen
Log: Enter SetRes: 1024x753 Fullscreen 0
Log: Using pixel format 5
Log: GL_VENDOR : NVIDIA Corporation
Log: GL_RENDERER : GeForce 7900 GS/PCI/SSE2/3DNOW!
Log: GL_VERSION : 2.1.2
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_NV_texture_env_combine4
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_NV_vertex_array_range
Log: OpenGL: Device supports: GL_NV_vertex_array_range2
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: WGL_EXT_swap_control
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_ARB_fragment_program
Log: OpenGL: Device supports: GL_ARB_vertex_program
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: C16 RGB565 Z16 S0
Log: OpenGL: Level of anisotropy is 1.000000 (max 16.000000).
Log: OpenGL: Forcibly disabled pixel shaders.
Log: OpenGL: Forcibly disabled render-to-texture.
Log: OpenGL: allocated 32 MByte of AGP memory
Log: GL_VENDOR : NVIDIA Corporation
Log: GL_RENDERER : GeForce 7900 GS/PCI/SSE2/3DNOW!
Log: GL_VERSION : 2.1.2
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_NV_texture_env_combine4
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_NV_vertex_array_range
Log: OpenGL: Device supports: GL_NV_vertex_array_range2
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: WGL_EXT_swap_control
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_ARB_fragment_program
Log: OpenGL: Device supports: GL_ARB_vertex_program
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: C16 RGB565 Z16 S0
Log: OpenGL: Level of anisotropy is 1.000000 (max 16.000000).
Log: OpenGL: Forcibly disabled pixel shaders.
Log: OpenGL: Forcibly disabled render-to-texture.
Log: OpenGL: allocated 32 MByte of AGP memory
Log: Precaching: CTF-Face3.LevelInfo0
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 2.291 seconds
Log: Finished precaching textures in 0.686 seconds
Log: Enter SetRes: 0x0 Fullscreen 0
Log: Using pixel format 5
Log: GL_VENDOR : NVIDIA Corporation
Log: GL_RENDERER : GeForce 7900 GS/PCI/SSE2/3DNOW!
Log: GL_VERSION : 2.1.2
Log: OpenGL: Device supports: GL
Log: OpenGL: Device supports: GL_EXT_bgra
Log: OpenGL: Device supports: GL_ARB_texture_compression
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc
Log: OpenGL: Device supports: GL_ARB_texture_cube_map
Log: OpenGL: Device supports: GL_ARB_texture_env_combine
Log: OpenGL: Device supports: GL_NV_texture_env_combine4
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias
Log: OpenGL: Device supports: GL_ARB_multitexture
Log: OpenGL: Device supports: GL_NV_vertex_array_range
Log: OpenGL: Device supports: GL_NV_vertex_array_range2
Log: OpenGL: Device supports: GL_ARB_multisample
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic
Log: OpenGL: Device supports: WGL_EXT_swap_control
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object
Log: OpenGL: Device supports: GL_ARB_fragment_program
Log: OpenGL: Device supports: GL_ARB_vertex_program
Log: OpenGL: Device supports: GL_EXT_framebuffer_object
Log: OpenGL: C16 RGB565 Z16 S0
Log: OpenGL: Level of anisotropy is 1.000000 (max 16.000000).
Log: OpenGL: Forcibly disabled pixel shaders.
Log: OpenGL: Forcibly disabled render-to-texture.
Log: OpenGL: allocated 32 MByte of AGP memory




Any source code of the OPENGL32.dll file avaiable?


Update: adjusting buffer sizes, etc. greatly reduces problems looks very stable except for occasional buffer refills.
Switched to dedicated server; and becomes much more stable.


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Sat Sep 06, 2008 9:51 am 
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Joined: Tue May 27, 2008 11:29 pm
Posts: 558
Here is the most recent version of the VRGL source.
Attachment:
VRGL-Source-v301.zip [553.96 KiB]
Downloaded 387 times

Let us know if you have any trouble compiling it.


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 Post subject: Re: CaveUT.2.5.300.Beta
Unread postPosted: Sun Sep 07, 2008 8:13 am 
Works Ok with single GPU you can just see occasional buffer reloads. 7000 series

However, crashes occur when opening opengl32,dll or installing with nvoglnt.dll on multi
GPU cards (8800/9800). I suspect that mods are needed.

Imagehttp://seriousgames.ning.com/photo/photo/show?id=630751%3APhoto%3A40937


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