Difference between revisions of "ScreenMultiViewer"
Line 8: | Line 8: | ||
Implementation 2: | Implementation 2: | ||
− | Each screen is partitioned into multiple zones, each of which is visualized by an independent camera. Each camera is set via an interpolation between the two users that is weighted based on how directly each user is facing the respective zone. When both users face the same zone | + | Each screen is partitioned into multiple zones, each of which is visualized by an independent camera. Each camera is set via an interpolation between the two users that is weighted based on how directly each user is facing the respective zone. When both users face the same zone, it is displayed from a point of view that balances the view-error between them, resulting in an equal amount of minimal immersion loss. When both users face opposite sides of the cave, they will each see the zones before them in optimal stereo quality. When one user is looking directly at the zone and the second user is seeing it only peripherally, the camera is positioned to display the zone nearly perfectly for the user facing directly at the zone. |
==Status== | ==Status== | ||
Line 15: | Line 15: | ||
Implementation 2: | Implementation 2: | ||
− | * - | + | * Zones are properly split |
+ | * Two contribution balancing functions (linear and gaussian) | ||
+ | * Head tracking simulator complete, so that either one or two heads can be simulated via a plugin (for testing), with two forms of simulation | ||
+ | * Orientation can be setup to use 3d vector angles, or 2d (ignoring height/z-axis/vertical differences) | ||
+ | * Zone quantity can be set by the config file | ||
+ | * Zone quantity can be set by the simulator plugin | ||
+ | |||
==Goals== | ==Goals== | ||
Line 22: | Line 28: | ||
Implementation 2: | Implementation 2: | ||
− | * | + | * Zone quantity can automatically adjust itself to meet a target F.P.S. |
+ | * Allow zones to be a grid instead of just columns | ||
==Participants== | ==Participants== |
Revision as of 08:19, 28 April 2011
Contents |
Project Overview
This CalVR display mode allows two users to simultaneously use the StarCAVE or Nexcave with dual head tracking.
Implementation 1:
...
Implementation 2:
Each screen is partitioned into multiple zones, each of which is visualized by an independent camera. Each camera is set via an interpolation between the two users that is weighted based on how directly each user is facing the respective zone. When both users face the same zone, it is displayed from a point of view that balances the view-error between them, resulting in an equal amount of minimal immersion loss. When both users face opposite sides of the cave, they will each see the zones before them in optimal stereo quality. When one user is looking directly at the zone and the second user is seeing it only peripherally, the camera is positioned to display the zone nearly perfectly for the user facing directly at the zone.
Status
Implementation 1:
- --Work Completed--
Implementation 2:
- Zones are properly split
- Two contribution balancing functions (linear and gaussian)
- Head tracking simulator complete, so that either one or two heads can be simulated via a plugin (for testing), with two forms of simulation
- Orientation can be setup to use 3d vector angles, or 2d (ignoring height/z-axis/vertical differences)
- Zone quantity can be set by the config file
- Zone quantity can be set by the simulator plugin
Goals
Implementation 1:
- --Goals--
Implementation 2:
- Zone quantity can automatically adjust itself to meet a target F.P.S.
- Allow zones to be a grid instead of just columns
Participants
Software Developers:
- Phi Hung Nguyen - Implementation 1
- John Mangan - Implementation 2
Project Advisors:
- Andrew Prudhomme