[Radiance-general] Rendering for off-centre presentation in a VR lab
P George Lovell
p.g.lovell at st-andrews.ac.uk
Wed Jan 30 05:32:09 PST 2013
Thanks Thomas,
Don't worry, I'm planning to pre-render everything, partly because I
need high quality renders and don't have access to super-fast machinery.
Also because in one manipulation I need to present items with shadows
from different items, which requires some post-processing.
Best wishes,
George
On 29/01/2013 16:33, Thomas Bleicher wrote:
> George
>
> Sounds like a nice project! Please note that depending on the number
> and complexity of objects in your scene the rendering times for
> Radiance may not be suitable for real time viewing. If you hit this
> problem you can pre-render textures for your objects in Radiance that
> capture the lighting situation. You then just have to map the rendered
> textures on your object and are free to use your game engine to
> provide the perspective image necessary for your projection.
>
> I don't have URLs at hand but there were some presentations on this in
> past Radiance workshops.
>
> Regards,
> Thomas
>
>
> On Tue, Jan 29, 2013 at 4:36 AM, P George Lovell
> <p.g.lovell at st-andrews.ac.uk <mailto:p.g.lovell at st-andrews.ac.uk>> wrote:
>
> 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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--
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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