Sean Robinson

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Viewing 15 posts - 1 through 15 (of 173 total)
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  • in reply to: Terminal Window Dialog Normal? #2716
    Sean Robinson
    Participant

    Is documentation of the command line flags available online?

    The “offical” flag docs are in the source code or as output from SARndbox -h. But, long-time user/contributor @maphew has posted a copy of a slightly older set of docs in a wiki.

    You’re welcome.

    in reply to: Terminal Window Dialog Normal? #2714
    Sean Robinson
    Participant

    This message is a warning rather than an error. It means the water calculations and rendering are taking longer than expected for the current water speed values. You may see the water animation stuttering while this message is quickly repeated.

    If your sandbox is stuttering, there are a few ways to reduce the number of missed water rendering targets:

    • don’t add so much water to the sandbox;
    • get a better GPU;
    • change the “water speed” (-ws) values at start up.

    You can interactively try water speed values that work for your configuration. When you’ve found workable numbers, those values can be used on the command line during sandbox launch.

    Right click in the sandbox window and choose Show Water Simulation Control. The dialog box settings can be changed while the sandbox is running. When you have values that work, use these while launching SARndbox.

    -ws <water speed> <water max steps>
    Sets the relative speed of the water simulation and the maximum
    number of simulation steps per frame
    Default: 1.0 30

    in reply to: Developing on the Sandbox #2711
    Sean Robinson
    Participant

    You got lucky, I use a source repository and sometimes keep failed-but-interesting experiments on parked branches. I’ve pushed my park-contour-labels-02 branch to a public repo. It’s good you asked, I’d forgotten about that branch until I went looking for how I’d tried to add labels.

    in reply to: Developing on the Sandbox #2709
    Sean Robinson
    Participant

    I’ve never set up a second view and only use a sandbox view. My trials
    were all in the primary window. Maybe try using a single view?

    Our multi-monitor setup is handled by the desktop window manager and I’ve not yet tried configuring SARndbox to place multiple windows on specific screens

    Can you temporarily move the Kinect to try a closer position? Or use a
    second Kinect?

    I suspect the posting error you are seeing means the spam filter has decided your post is too much like spam. One workaround I’ve found is to split a long post into several parts and see which one is rejected, then rephrase the problem post.

    in reply to: External button for rain/drain #2708
    Sean Robinson
    Participant

    @mattdc Thank you for adding the link. That’s the post I was referring to.

    It looks like the ScriptExecutorTool source files were added to Vrui
    after the 4.2 release. They can be found under the directory where the Vrui 8.0 source was unzipped, in Vrui/Tools/ScriptExecutorTool.h and
    Vrui/Tools/ScriptExecutorTool.cpp.

    in reply to: Size #2707
    Sean Robinson
    Participant

    The 1m distance between the Kinect/projector and sand is a guideline. You can use a shorter distance, but it could put the projector close to the students’ head height as they use the sandbox.

    Have you considered a design where the upper portion can be telescoped up and down? Our sandbox is made for portability in and out of classrooms. A link to our sandbox design can be found in my user profile.

    No, sand is not required. What other medium do you have in mind?

    in reply to: Calibration Issues #2697
    Sean Robinson
    Participant

    I’m sorry for my late reply, I did not see your Dec. 8 post until today.

    Good work on the disc size change. And thank you for posting the images of your sandbox. For me, it’s easier to see issues than to interpret verbal descriptions.

    Are you using a Kinect V1 or V2?

    I believe the issue lies in this section being closer to the edge of the Kinect

    This is plausible. I’ve seen pixel problems along one edge of a Kinect. The only solutions I know of are to replace the Kinect or shift/tilt the Kinect so that the bad pixels are outside the box.

    upon visual inspection, the Kinect shows no signs of a tilt which may cause this inaccuracy

    The physical orientation of the Kinect has only a small effect. The calibration procedures measure the sandbox base plane as read by the Kinect in its orientation during calibration. As long as the Kinect is not repositioned after calibration, things should work.

    If I had to move the Kinect, I am unsure what action would help this issue or how I could tell the setup was done correctly.

    If it were me, I’d do a quick-and-dirty prototype with a repositioned Kinect. I’d hang the Kinect from rods and clamps and re-calibrate, then see how the sandbox performs. Tweak the camera position and try again. I’d try to demonstrate (to myself) that it was worth the effort to make a permanent jig to re-mount the Kinect.

    in reply to: Developing on the Sandbox #2696
    Sean Robinson
    Participant

    there is a faulty detection of 2 degree slope

    Have you tried re-calibrating the Kinect? Is your Kinect an older V1 model that might benefit from Per-pixel Depth Correction?

    2- Create an information overlay

    I have wanted to add labels to key contour lines. But, I’ve pretty much given up on this idea. In some early tests I was able to add an ellipse to the output, but I could see the GL code was not set up in a modular way. Some shader code is taken from .fs and .vs files, but is mostly composed on-the-fly in C++ strings.

    The AR sandbox software is quirky. It is monolithic software that looks to have been mostly (if not exclusively) developed by one person.

    For task 1, I believe I found the raw depth data, in frameBuffer.

    It’s been a few years since I worked with the code, but I believe you’re correct. The Kinect::FrameBuffer is a two-dimensional array (x,y) of depth data as single float values (think of depth as a “grayscale” channel). If you want matrices, I think you could build a VRUI Math::Matrix from the FrameBuffer. But it might be just as easy to construct a two-dimensional array of correction values and elementwise add the two arrrays.

    in reply to: projector #2695
    Sean Robinson
    Participant

    @phildawson I am not using an LED or laser projector and I can’t answer you directly.

    Does “fairly well-lit” include direct or indirect sunlight? Sunlight may (as @robbo says) cause Kinect problems rather than projection issues. The Kinect is an infrared camera, so IR sources may drown out the Kinect light source.

    To possibly avoid both visible and IR brightness, can you instead add a shade over the sandbox so that it is in a dimmer area?

    For our outdoor sandbox use, I set up a canopy around the sandbox.

    in reply to: Immense Lag on Water (& Other GPU Related Activities) #2694
    Sean Robinson
    Participant

    @robbo The water simulation is mostly handled in the GPU, thus the need for 3D accelerated cards like the Nvidia models. The CPU handles only a small part of the sandbox, mostly shepherding data in and out of the GPU. But, I like your idea to check the amount of “water”.


    @john-m
    How much water is added before the framerate drops so low? Or is the framerate low even with little water?

    And is the computer a laptop or desktop?

    in reply to: Perpetual rain issue #2683
    Sean Robinson
    Participant

    I’m glad to see this was easy to fix. Congrats on the upgrade.

    in reply to: Perpetual rain issue #2679
    Sean Robinson
    Participant

    Welcome to the forum.

    Are you using the -evr command line parameter when starting the sandbox? If so, is the rate a negative or positive number?

    The description of -evr could be read as “positive rates evaporate water”. But, the sign of the rate should be negative to subtract water from the surface. A small, positive rate could produce the constant global rain effect you describe.

    in reply to: Screenshots of the Sandbox #2678
    Sean Robinson
    Participant

    You’re welcome, Bruno. And thank you for posting your working solution. Someone else may use your example for their own sandbox screenshots.

    in reply to: Screenshots of the Sandbox #2666
    Sean Robinson
    Participant

    I was lucky when I tested the spacebar: the menu was so slow that I never saw it and it did not show in the screenshots. “Yay” for old computers? But I can see the menu if I hold down the spacebar for a longer time.

    It looks like the F2-F12 keys do not show the menu. Try any of these in place of Space. But these keys may be assigned to something else outside of the sandbox. You can disable a key through the desktop shortcut GUI and enable it in the sandbox cfg file to use that key in the sandbox.

    You’re welcome. I like to see others using the AR Sandbox, too.

    in reply to: Screenshots of the Sandbox #2664
    Sean Robinson
    Participant

    I’m not sure you can get around giving focus to SARndbox during the screenshot unless you are capturing the entire screen. A whole-screen capture might require later cropping of the image, depending on your needs. Even the sandbox built-in screenshot tool will need focus on the sandbox window to receive a keyboard event to trigger the capture.

    Oh, and I found the sandbox built-in screenshot tool. You can assign the ScreenshotTool to a key in the SARndbox configuration and it will save files such as VruiScreenshot0001.png, etc. to the launch folder.

    Starting from the example SARndbox application configuration file in Step 15 and adding screenshotKey Space to the line after windowFullscreen true will bind the screenshot tool to the spacebar.

Viewing 15 posts - 1 through 15 (of 173 total)