Sponsors of Wiimoteproject.com
IR Pens for Wiimote Whiteboard
Wiimote Project » Wiimote Projects » Wiimote Desktop VR/Head Tracking » virtual and real lines orthogonal to the screen plan should always look parallel
Pages: [1]
  Print  
Author Topic: virtual and real lines orthogonal to the screen plan should always look parallel  (Read 2889 times)
0 Members and 1 Guest are viewing this topic.
*
Karma: +0/-0
Posts: 5
Offline Offline
View Profile
« on: October 06, 2009, 01:19:52 AM »

hi, I don't know what's wrong, I have entered my screen height, and the distance between the tow ir leds I use.
however the projection is wrong.
I should get a dynamic anamorphosis however the universe is distorted incorectly. and the geometry is wrong unlike in the videos.
I don't know what I am missing.

also the programm always run in 1024x768, is there a parameter to change that ?
« Last Edit: October 12, 2009, 07:41:02 PM by mirak » Logged
*
Karma: +0/-0
Posts: 5
Offline Offline
View Profile
« Reply #1 on: October 12, 2009, 12:26:55 AM »

so I checked my setup and, the x,y,z coordinates coming from the remote are almost perfectly accurate.

I tried to record on my caméra, and the result looks more like the one on johny lee video.

However what I exepected was a realisic behavior.
Like if there is a box behind the monitor, and when I move the head, I should just feel that the box is static and solid, and same for the red and white targets.

However it's like they are moving.

With a perfect anamorphosis I should feel it's static.
Logged
Guru
*
Karma: +28/-0
Posts: 928
Offline Offline
Smoothboard Developer
View Profile WWW
« Reply #2 on: October 12, 2009, 03:27:36 AM »

so I checked my setup and, the x,y,z coordinates coming from the remote are almost perfectly accurate.

I tried to record on my caméra, and the result looks more like the one on johny lee video.

However what I exepected was a realisic behavior.
Like if there is a box behind the monitor, and when I move the head, I should just feel that the box is static and solid, and same for the red and white targets.

However it's like they are moving.

With a perfect anamorphosis I should feel it's static.


Hi,

As our depth perception is based on our stereoscopic view, using the head tracking software, we will not be able to get the realistic effect.

If you are to close one eye, you should be able to get the effect similar to the video that you have seen.

Regards,
Boon Jin
Logged

Smoothboard
Wii Whiteboard/Wiimote Whiteboard with annotation features and collaborate with multiple iPads and Android Tablets!

Smoothboard for Mac
Using a Mac? Now you can annotate on PowerPoint or Keynote slideshows!

BoonJin[/url
*
Karma: +0/-0
Posts: 5
Offline Offline
View Profile
« Reply #3 on: October 12, 2009, 12:47:51 PM »

Hi,

As our depth perception is based on our stereoscopic view, using the head tracking software, we will not be able to get the realistic effect.

If you are to close one eye, you should be able to get the effect similar to the video that you have seen.

Regards,
Boon Jin

Well, this is not this issue I am talking about.
I observed too that with two eyes, the depth effect is canceled by the lack of eyes parallax. With on eye it's ok.
I also have edimentional likes, 3D shutter glasses, that I use with iz3d drivers but there is some bug and it's not working yet for it.

What I am talking about is that if a line in the virtual universe is orthogonal to the screen plane when I look from right in front of the screen (for exemple all the lines on z axis from the virtual universe grid), then when I move the head, the apparent orthogonality of this lines to the screen plane is lost.

Since the universe is static, I shouldn't feel that the angles changes, it should always feel like it's orthogonal.
Like if I plant an arrow in my monitor, orthogonally to the screen plane, then the orthogonal lines of the universe should always look like they are parallel to the arrow, even when I move the head.

A perfect anamorphosis should preserve the universe geometry in a way that a line orthogonal to the screen plane in the real world should always look parallel to a line supposed to be orthogonal to the screen in the virtual world.
Logged
Pages: [1]
  Print  
 
Jump to:  

Clicky Web Analytics