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 Post subject: anaglyphe?
PostPosted: Wed Jul 07, 2010 9:32 pm 
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Posts: 67
yes, i know, i didn't watched raydium since a while, i have some project and exams... (yes, le bac :p)

for my TNL project, i need a "3d rendering" beacause i don't have money yo buy some video glass and 2*camera, so, i see the old good anaglyphe effect (blue/red glass) work perfertcly for a render-like-real thing!

i know it's possible to make it easy with the 3d, but with 2 webcam, it is possible to mix the two webcam to make an 3d rendering, with Augmented reality and 2d gui too?

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 Post subject: Re: anaglyphe?
PostPosted: Mon Jul 12, 2010 4:04 pm 
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Not sure to understand ... you want to rebuild a 3D mesh from 2 pictures ? Or you simply want to render into separate buffers (red and blue) a 3D "AR" object on top of the webcam pictures ?

Side note: Are we supposed to know what a "TNL" is ? I was unable to find anything about it, google doesn't help.


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 Post subject: Re: anaglyphe?
PostPosted: Sun Aug 15, 2010 1:19 pm 
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Posts: 67
Xfennec wrote:
Not sure to understand ... you want to rebuild a 3D mesh from 2 pictures ? Or you simply want to render into separate buffers (red and blue) a 3D "AR" object on top of the webcam pictures ?

Side note: Are we supposed to know what a "TNL" is ? I was unable to find anything about it, google doesn't help.


just render with an anaglyphe effect render in one screen the two webcams, with an red/blue effect :)

about TNL, it's hard to explain... a personal project that kick ass :p

PS: in attachment, i wrote a little doc about a new file format for raydium...just a basic think, but i think it can maybe add features to raydium...

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 Post subject: Re: anaglyphe?
PostPosted: Sun Aug 15, 2010 4:07 pm 
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nostalgeek wrote:
just render with an anaglyphe effect render in one screen the two webcams, with an red/blue effect :)


Well, I don't understand more than the previous post.. To keep it simple : you want to do augmented reality with red/blue rendering ?

nostalgeek wrote:
PS: in attachment, i wrote a little doc about a new file format for raydium...just a basic think, but i think it can maybe add features to raydium...


Sounds like a great project, but you've not provided any attachment :)


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 Post subject: Re: anaglyphe?
PostPosted: Mon Aug 16, 2010 10:29 pm 
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Posts: 67
Xfennec wrote:
nostalgeek wrote:
just render with an anaglyphe effect render in one screen the two webcams, with an red/blue effect :)


Well, I don't understand more than the previous post.. To keep it simple : you want to do augmented reality with red/blue rendering ?

yes, i want to make a red/blue rendering based on input of 2 different webcams, with some augmented reality things.

Xfennec wrote:
nostalgeek wrote:
PS: in attachment, i wrote a little doc about a new file format for raydium...just a basic think, but i think it can maybe add features to raydium...


Sounds like a great project, but you've not provided any attachment :)


yeah, wifi sucks, i'm not at home :)

the file content is:

Code:
Raydium Object File:



1) header: donne le type de media/les medias attachés...



Notation: ID|NB-medias|media1|media2....



ID: donne le type:

0 pour model 3d classique

1 pour model 3d animé

2 pour model 3d avec etapes

3 pour son (ogg/wav custom)

4 pour image (format custom)

5 pour une skybox

6 pour une video



EDIT: peut etre possibilitée d'avoir plusieurs nom de fichier?

0=.rmm : raydium media model

1=.rma : raydium media anime

2=.rms : raydium media steps

3=.rmw : raydium media wav

4=.rmi : raydium media image

5=.rml : raydium media landscape

6=.rmv : raydium media video



NB-medias: donne le nombre de medias.



media1/2/3/4... chemin vers le media.



EXEMPLE:

0|1|tex.rmi



ID 0, model 3d classique, forme:



X|Y|Z|materiau|R/G/B/A|Xtex|Ytex



X|Y|Z position X/Y/Z du point (de fait, le nombre de lignes header non compris doit etre /3 puisque raydium marche en triangles...)



Materiau: notion de materiau pour gerer les reflets ect...

0=generique (rien de special)

1=metal (reflet léger)

2=verre (transparence+reflet+refraction)

3=liquide (transparence+reflet+refraction+underwater+mouvement)

4=roche (lumiere en bumpmapping)

5=plastique (reflexion legere lumiere)

6=mirroir (reflexion)



EDIT: pour le 3:

31=eau

32=lave

33=acide

34=huile

35=generique



à gerer avec des shaders, donc...



R/G/B/A: couleur (en cas de texture sans couleur, mettre 0/0/0/1)



Xtex|Tex : X/Y de la texture, si multitexturing, alors il faut utiliser le meme X/Y pour toutes.



EXEMPLE: pyramide sans base, sans texture, en verre

0|0

0|0|0|2|0/0/0/1

0.5|5|0|2|0/0/0/1

1|0|0|2|0/0/0/1

0|0|0|2|0/0/0/1

0|5|0.5|2|0/0/0/1

0|0|1|2|0/0/0/1

0|0|1|2|0/0/0/1

1|5|1|2|0/0/0/1

1|0|0|2|0/0/0/1



ID 1, model 3d animé, forme:

idem que pour id0 sauf qu'on rajoute un id de frame devant

frame|X|Y|Z|materiau|R/G/B/A|Xtex|Ytex



ID 2, model 3d avec etapes, forme:

idem que id1, la seule difference est qu'on peut declencher la frame suivante selon une action, (exemple typique: voiture destructible, pieces abimés)



ID 3, son, forme:



Duree|titre|auteur|type|fichier



Durée: durée du son/musique

titre: nom du son/de la musique

auteur: explicite? :p

type: 0: son (en wav) 1: musique (en ogg)

fichier: hexa du fichier

il faudra donc placer dans un tempfile le son.



ID 4, image, forme:



X|Y|raw

X: taille X de l'image

Y: taille Y de l'image

raw: données raw de l'image



ID 5: skybox, forme:



T|X|Y|raw

N|X|Y|raw

S|X|Y|raw

E|X|Y|raw

W|X|Y|raw

B|X|Y|raw



idem que pour image, avec en plus un id pour la position (Top, Nord, Sud, East, West, Bottom)



ID 6, video,  forme



idem que pour id4 et id1, images avec un id de frame devant, avec cepandant possibilitée de mettre un .rmw avant, pour jouer en meme temps le son (en media)

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 Post subject: Re: anaglyphe?
PostPosted: Thu Aug 19, 2010 11:57 am 
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Location: gnniiiii (Scrat)
About the "object file format", sorry to be a bit rude, but it seem a very "bad good idea". It requires to recode things at very various places in the engine ("tentacles effect"), seems quite limited at long term, requires specific external tools to create and update such files (which is not user-friendly at all), and more than anything, this feature is *way* more limited that what we can already do with the engine using the package system ! :)

To make it short: I don't see the point.

About your "3D red/blue relief" idea, it seems pretty easy, I think.
Here's how I see this:
1 - render a regular AR "frame" with the first camera
2 - save the frame (using viewports, for instance, or see water shader demos for other "render-to-texture like" methods)
3 - render another regular AR "frame" with the second camera
4 - save the frame
5 - "download" both frames from the video cards (with glCopyTexSubImage2D for instance)
6 - transform frames to red or blue in a new frame (like a live texture, it's very simple. For red, for instance, I would do: R=(r+g+b/3),G=0,B=0)
7 - render this new frame fullscreen


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