NightFury

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  • in reply to: Developing on the Sandbox #2710
    NightFury
    Participant

    I’ve tried reducing to primary window but no dice. I’m thinking that the render to primary window doesn’t take into account the camera view, which is why the objects which are rendered in the actual 3d space are not rendered. I think it’s calculating the terrain and water independently for the primary window. I haven’t been able to find and prove this though ;-;

    Do you remember how or where you rendered the ellipse? That might provide a clue as to how I can render with glDrawElements in the primary window.

    in reply to: Developing on the Sandbox #2701
    NightFury
    Participant

    Please visit pastebin.com/ttnd8xJ6 for my full reply

    in reply to: Developing on the Sandbox #2698
    NightFury
    Participant

    Thanks for the reply Sean! I can’t seem to reply my full message, this was a test attempt

    • This reply was modified 4 months ago by NightFury.
    • This reply was modified 4 months ago by NightFury.
    in reply to: Calibration Issues #2689
    NightFury
    Participant

    Follow-up to this question: I the increased disk size has helped make the calibration a bit easier. There is still a problem when using it in a certain distance range but this has helped.

    I now run into another issue with my overall calibration where some parts of my elevation map are perceived at the wrong height. I have uploaded images of the table to the following imgur extension in case the link causes issues: /a/sIk6kFd

    I have measured the table and know that the top right (green plateau) section is indeed flat, there should be no issue of it being slightly slanted and being raised because of that. I believe the issue lies in this section being closer to the edge of the Kinect, which causes inaccuracy issues during calibration/detection.

    As described previously, modifying the kinect is difficult in its current setup, so finding a software solution would be preferable. Additionally, upon visual inspection, the Kinect shows no signs of a tilt which may cause this inaccuracy to be only at the top right corner. 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.

    This is why I would prefer to solve this issue through software instead. Maybe add a slight negative bias for the upper corners of the Kinect data. How feasible would this be? I would like to hear some feedback on this, and if possible some pointers to where I may find the depth data I would need to modify in this case.

    in reply to: Calibration Issues #2686
    NightFury
    Participant

    I have read a few old posts and managed to find a solution to this.

    In calibrateProjector.cpp, line 362, the radius can be manually set. You can also set what I assume is the error margin in line 363. I’ve modified these to suit my disk instead.
    I have then run the make file again to compile these instead of doing gcc fiddling manually and it seems to have worked. I also don’t seem to need to do the previous calibration steps again.

    Unrelated, it looks like I did somethings wrong in the corner registration step (or I actually do need to run through the previous calibration steps again, we’ll see). Will attempts to fix that and then I think this will be ready!

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