[Radiance-general] Rendering for off-centre presentation in a VR lab
Giovanni Betti
gbetti at fosterandpartners.com
Tue Jan 29 01:59:24 PST 2013
Hi George,
This seems a very interesting project! Does this include also trying to simulate the high dynamic range found in real life?
For your problem I guess that the options -vs and -vl might help you.
From the rpict manpage:
-vs
Set the view shift to val. This is the amount the actual image will be shifted to the right of the specified view. This is option is useful for generating skewed perspectives or rendering an image a piece at a time. A value of 1 means that the rendered image starts just to the right of the normal view. A value of −1 would be to the left. Larger or fractional values are permitted as well.
-vl
Set the view lift to val. This is the amount the actual image will be lifted up from the specified view, similar to the −vs option.
Hope this helps,
Giovanni
-----Original Message-----
From: P George Lovell [mailto:p.g.lovell at st-andrews.ac.uk]
Sent: 29 January 2013 09:36
To: Radiance general discussion
Subject: [Radiance-general] Rendering for off-centre presentation in a VR lab
Hi Everyone,
I'm attempting to use Radiance to generate images for presentation in a large VR space - the system currently uses a game-engine but I'm not happy with the quality of the rendering as I'm interested in the visual perception of shadows and shading.
The space* is approximately a 6x6x2metre volume with a stereo
(polarized) screen at one end, the screen is roughly 6x2 metres.
I want to present a rendered scene as if it lies behind the screen, i.e.
the screen is a window through which we view a rendered object. The
viewer can then walk through the space and I can present updated views
relative to the current viewing location (I have 6 DOF head tracking).
Obviously this requires a lot of offline rendering and a relatively
narrow movement range - just to cut the rendering overhead.
It's easy enough to see how I might render images for presentation when
viewer and the viewing target are positioned centrally within the world,
i.e. looking straight forward towards the middle of the screen. What I
don't understand is how I render scenes for when the viewer has move
off-centre to left or right. Firstly, perspective is going to make one
side of the screen smaller than the other, I'd need to correct this so
that the screen image fits on the actual screen.
I think I could build-in some markers that denote the corners of the
large VR screen, then stretch the image so that these markers lie on the
corners of the screen - this seems a little clumsy.
Is there a better way?
George
*<http://www.abertay.ac.uk/about/news/pickoftheweek/2010/name,5454,en.html>
--
Dr P. George Lovell,
Lecturer in Psychology
University of Abertay Dundee
Dundee
DD1 1HG
Tel 01382-308581
Fax 01382-308749
Researcher/Co-investigator,
School of Psychology, University of St Andrews
RM 2.01 (The Tower Room).
Phone (01334) 462085
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