OpenSceneGraph/doc/stereo.html

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<title>Native stereo support</title>
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<td><a href="index.html">Index</a></td>
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<td><a href="stereo.html">Stereo</a></td>
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<h2> <u>Native Support for Stereo</u></h2>
The OSG has support for anaglyphic stereo (i.e. red/green or red/cyan
glasses), quad buffered stereo (i.e. active stereo using shutter
glasses, or passive stereo using polarized projectors &amp; glasses)
and horizontal and vertical split window stereo implementations. Almost
all OSG applications have the potential for stereo support simply by
setting the relevant environmental variables, or via command line
arguments. Little or no code changes will be required, the support is
handled transparently inside osgUtil::SceneView's handling of
rendering. It is a simple as: <br>
<b>&nbsp;&nbsp;&nbsp; osgviewer --stereo cow.osg</b>
<p>If the user is planning to use head tracked stereo, or a cave then
it is currently recommend to set it up via a VR toolkit such as
VRjuggler, in this case refer to the VR toolkits handling of stereo,
and keep all the OSG's stereo specific environment variables (below)
set to OFF, or set the values to off within own your own applications. <br>
</p>
<hr>
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<h3> The environmental variables of interest:</h3>
<table>
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<tbody>
<tr>
<td><b>OSG_STEREO</b></td>
<td><b>ON</b></td>
<td>Turn stereo on&nbsp;</td>
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<tr>
<td><br>
</td>
<td><b>OFF</b></td>
<td>Turn stereo off (default).&nbsp;</td>
</tr>
<tr>
<td><b>OSG_STEREO_MODE</b></td>
<td><b>ANAGLYPHIC</b></td>
<td>Use anaglyphic stereo when in stereo (default).&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>QUAD_BUFFER</b></td>
<td>Use quad buffered stereo when in stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>HORIZONTAL_SPLIT</b></td>
<td>Use horizontal split stereo mode when in stereo&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>VERTICAL_SPLIT</b></td>
<td>Use vertical split stereo mode when in stereo&nbsp;</td>
</tr>
<tr>
<td><b>OSG_SCREEN_DISTANCE</b></td>
<td><b>0.50</b></td>
<td>Set the distance the viewer is from screen in metres (default
shown)&nbsp;</td>
</tr>
<tr>
<td><b>OSG_SCREEN_HEIGHT</b></td>
<td><b>0.26</b></td>
<td>Set the height if image on the screen in metres (default
shown)&nbsp;</td>
</tr>
<tr>
<td><b>OSG_EYE_SEPARATION</b></td>
<td><b>0.06</b></td>
<td>Set the eye separation - interoccular distance (default
shown.)&nbsp;</td>
</tr>
<tr>
<td><b>OSG_SPLIT_STEREO_HORIZONTAL_SEPARATION</b></td>
<td><b>42</b></td>
<td>Set the number of pixels between the left and right viewports
(default shown).</td>
</tr>
<tr>
<td><b>OSG_SPLIT_STEREO_HORIZONTAL_EYE_MAPPING</b></td>
<td><b>LEFT_EYE_LEFT_VIEWPORT</b></td>
<td>Set the left eye to render to left viewport, right eye to
right viewport (default).&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>LEFT_EYE_RIGHT_VIEWPORT</b></td>
<td>Set the left eye to render to right viewport, right eye to
left viewport.&nbsp;</td>
</tr>
<tr>
<td><b>OSG_SPLIT_STEREO_VERTICAL_SEPARATION</b></td>
<td><b>42</b></td>
<td>Set the number of pixels between the top and bottom viewports
(default shown).</td>
</tr>
<tr>
<td><b>OSG_SPLIT_STEREO_VERTICAL_EYE_MAPPING</b></td>
<td><b>LEFT_EYE_TOP_VIEWPORT</b></td>
<td>Set the left eye to render to top viewport, right eye to
bottom viewport (default).&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>LEFT_EYE_BOTTOM_VIEWPORT</b></td>
<td>Set the left eye to render to bottom viewport, right eye to
top viewport.&nbsp;</td>
</tr>
</tbody>
</table>
<hr>
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<h3> Command line arguments can be used to override these settings:</h3>
<table>
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<tbody>
<tr>
<td><b>-stereo</b></td>
<td><br>
</td>
<td>Switch on stereo.&nbsp;</td>
</tr>
<tr>
<td><b>-stereo</b></td>
<td><b>ON</b></td>
<td>Switch on stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>OFF</b></td>
<td>Switch off stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>ANAGLYPHIC</b></td>
<td>Switch on ANAGLYPHIC stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>QUAD_BUFFER</b></td>
<td>Switch on QUAD_BUFFER stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>VERTICAL_SPLIT</b></td>
<td>Switch on VERTICAL_SPLIT stereo.&nbsp;</td>
</tr>
<tr>
<td><br>
</td>
<td><b>HORIZONTAL_SPLIT</b></td>
<td>Switch on VERTICAL_SPLIT stereo.&nbsp;</td>
</tr>
</tbody>
</table>
<hr>
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<h3> Examples:</h3>
To invoke stereo from the comandline: <br>
<b>&nbsp;&nbsp;&nbsp; osgviewer -stereo cow.osg</b>
<p>To invoke quad buffered stereo from the commandline: <br>
<b>&nbsp;&nbsp;&nbsp; osgviewer -stereo QUAD_BUFFER cow.osg</b> </p>
<p>To force all apps to start up in quad buffered stereo (if system
supports it) <br>
<b>&nbsp;&nbsp;&nbsp; export OSG_STEREO=ON</b> <br>
<b>&nbsp;&nbsp;&nbsp; export OSG_STEREO_MODE=QUAD_BUFFER</b> <br>
<b>&nbsp;&nbsp;&nbsp; osgviewer cow.osg</b> </p>
<p>To set quad buffered stereo to the default, but use the commandline
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to switch stereo on: <br>
<b>&nbsp;&nbsp;&nbsp; export OSG_STEREO=OFF</b> <br>
<b>&nbsp;&nbsp;&nbsp; export OSG_STEREO_MODE=QUAD_BUFFER</b> <br>
<b>&nbsp;&nbsp;&nbsp; osgviewer -stereo cow.osg</b> </p>
<p> </p>
<hr>
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<h3> Size matters:</h3>
For appropriate depth perception the stereo code creates separate left
and eye views, both the frustum and modelview are shifted to account for
the separate eye views.&nbsp; To achieve the right amount of adjustment
the OSG requires the users eye separation, the distance from the eyes to
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the screen and the height of the screen.&nbsp; The OSG will use the
defaults of 0.05m,0.5m and 0.26m respectively which are assumed to be
reasonable defaults for most users workstation configurations, note the
OSG_SCREEN_HEIGHT is the image height rather than total size of your
monitor/display surface.&nbsp; For the best stereo effects please
measure these values and set them up via the environmental
variables.&nbsp; Once set the views you get should give improved depth
perception.&nbsp; A good way of measuring how well you are configured
for your display is to fly away from objects (using the
FlightManipulator for instance, but not the TrackballManipulator, see
below) so that they go of toward infinity. As they move away the offset
between the two images should tend towards your eye separation, if you
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achieve this then the object will be perceived as at infinity. <br>
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