Thanks, Mark.
I'll take a closer look at it and generate some test images with your .cal file. Also, if there are any features people want to have that they would feel helpful or important, let us know!
-Greg
···
From: Mark Stock <[email protected]>
Date: January 11, 2017 4:40:54 PM PSTAndy, Greg,
I'm happy to have it included, if it's up to par. I'm not happy with
the neck rotation portion of that code, and if you want the pixel
edges to line up right on azimuth=0, I need to put a 0.5 in there
somewhere.Mark
On 1/11/17, Andy McNeil <[email protected]> wrote:
Hi Greg,
Mark Stock created the attached cal file for rendering ODS views. If it is
okay with Mark, can we add the cal file to the radiance distribution?
AndyOn Wed, Jan 11, 2017 at 3:20 PM, Gregory J. Ward <[email protected]> >> wrote:
Thanks, Andy.
Have you already created a .cal file to generate the appropriate ray
origins and directions for this? If not, I could take a crack at it.
Seems like an easier method than adding a new view type, especially since
we would need a new parameter for the stereo offset to get it to do what
we
want.Regarding rpiece, you can always use the rtrace -n option to get an
equivalent speed-up.Cheers,
-Greg*From: *Andy McNeil <[email protected]>
*Date: *January 11, 2017 1:00:31 PM PST
Hi Greg,
The viewpoint, or ray origin, is different for each column of pixels in a
stereo ODS rendering. If you start with a viewpoint, and draw a circle
with
diameter that is the distance between one's pupils, then the origin for
each ray should be at a point where the ray is tangent to the circle (on
the left side of the circle for left eye and right side for right eye).
It's explained & illustrated well here: https://developers.google.com/
vr/jump/rendering-ods-content.pdfI don't see how clipping planes could be used to modify the ray origin,
but I could be wrong.And this goes a ways back in the thread, but one instance where smaller
than 180° x 360° sized equirectangular views would be necessary is if a
user wanted to use rpiece to render the full view.Best,
AndyOn Tue, Jan 10, 2017 at 10:38 AM, Gregory J. Ward >>> <[email protected]> >>> wrote:
Hi Victor,
I thought that there was some trick to doing stereo 360° views that
involved rotating the eye positions with the ray directions to keep them
at
right angles. Andy (McNeil), can you help us out?-Greg
*From: *Victor LRG <[email protected]>
*Date: *January 10, 2017 2:14:48 AM PST
I agree with Nathaniel that the general use would be similar to
cylindrical
or angular fisheye views in terms of view apertures. Personally, I use
the equirectangular view in four combinations: 180-360 deg horizontally
and
90-180 deg vertically, and then as a base for other fancier view types
when
I need them.With regards to the stereo offset I wonder if it could be added with a
bit of work using the standard clipping plane offset as an stereo one?Victor
On 9 January 2017 at 15:59, Guglielmetti, Robert < >>>> [email protected]> wrote:
I’ll keep an eye out, should this be added to the standard palette of
views in the source. I think it’s pretty easy to add it to the Qt
rvu...On 1/8/17, 10:18 AM, "Gregory J. Ward" <[email protected]> wrote:
Hi Victor (& Nathaniel),
I am happy to take a look at the code and see how much effort it would
be
to integrate. I have a question first, however.
Is the "equirectangular" view useful for anything less than a full
panorama? Would people want to use it for smaller/different views, ordo
you always set vertical to 180° and horizontal to 360° in every
application?If you only use this view for one purpose, then I wonder if it is
really
worth having a view implemented in Radiance, which needs to handle
every
possible setting correctly. Also, I wonder in such a case if you have
tested every possible (legal) setting?Cheers,
-Greg_______________________________________________
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