<div dir="ltr">Hi Emiliano, <div class="gmail_extra"><br><br><div class="gmail_quote">On Sat, Mar 1, 2014 at 2:40 AM, Emiliano Pastorelli <span dir="ltr"><<a href="mailto:hogancito@gmail.com" target="_blank">hogancito@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi All,<br>
I managed to achieve an almost optimal configuration of screens and tracked devices on a small 3-screens display (through vrpn only yet, I use a razer hydra to track the wands interaction and a wintrackerIII for the head position).<br>
Now with all of that properly configured, i had a chance to test more in detail the vrplugin.<br>
<br>
My feeling is that it's based on a couple of wrong assumptions.<br>
One above all, it's based on the origin of the scene. That means that if you're moving you're object a bit around (and i've seen most of the users do it a lot), at a certain point the head movement goes wrong.<br>
</blockquote><div><br></div><div>it depends on whether or not object is in front of the project plane or behind. depending on your configuration it may be feel its moving quite a bit. As a test move your object's center on the project plane Z and it should rotate around that point. </div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
If I try with a simple cylinder built on the origin, and i bring it on the 0,0,0 of my system (defined in the cave file in relation to my screens potions), then the head movements are correct.<br>
If my move my head to the left, i see the object correctly "rotating" so to show me his right side (considering the cylinder facing me) and it slides to its own left a bit as it should (therefore also moving properly among the screens as well).<br>
But if i push the cylinder back a bit, cause maybe i wanna have a look at it in smaller size, then i move the head to my left, the object also moves to the left, in a completely wrong behavior.<br>
Shouldnt therefore the 0 of the tracker always be based on the 0 of the system and not on the 0 of the scene?<br>
<br>
Also, the translation with the wand works well, it's natural to be used, but the rotation axis, move with each consecutive rotation of the scene, and therefore, if i first rotate on one axis the scene, the second rotation is gonna be based on the already transformed axis system, and soon it will become completely unnatural (not a single test user i had on the system felt confident with it).<br>
</blockquote><div><br></div><div>I see. Sorry, we couldn't send you the latest code. I am still waiting for our collaborator to push the code we had. I believe this is fixed in there. </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
I see that not many people are using paraview in VR environments, but i think with the proper adjustments it could really become a popular tool, specially in low cost VR systems like mine (thanks to the fact that doesn't require any expensive lib to run).<br>
</blockquote><div><br></div><div>Thanks. On this note, please feel free to push your changes / patches to ParaView Gerritt or over the email. I am more than happy to review them. </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
One last thing, i'm running paraview on a single 16-cores machine with 4 Nvidia4000 (one for each screen, each with 2 DLP projectors and one for the control displays), and specially when i deal with volume visualization, it tends to be even slower than when i run it single screen in my other simple test machine that only has a 4-core and nvidia 600. Is there any known reason for that?<br>
</blockquote><div><br></div><div>I am surprised that volume rendering is working for you in the VR environment correctly. Did you choose smart mapper for the volume rendering? </div><div><br></div><div>- Aashish</div><div>
</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
Best,<br>
H<br>
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