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components.md

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Devices:

  • Input:

    • 2x kinects, calibrated, clipped/filtered, merged into single point cloud
    • Vive tracking, also calibrated in consistent space (i.e. same on each run)
  • Output:

    • 2x projectors (i.e. two windows, full-screened, on separate displays), possibly 3rd LCD
    • 1x Vive HMD plus controllers, distinct render to the two displays
    • Multi-channel audio (probably 4.1?)

Rendering/shading:

  • Grids for rooms
  • Point sprite for ghost-cloud
  • Point sprites for particles
  • Mesh/DF for beetles
  • Mesh/DF for snakes
  • Isosurface/DF for slime
  • versions of above for shadowFBO
  • maybe deferred render system for better lighting?

App modes:

  • Calibration mode
  • Kinect/Vive capture / playback mode(s)
  • Debug display mode(s)
  • Single display/no VR modes?
  • Final work

NOTES

  • The Kinect processing kills the GL rendering frame rate.
  • Could try separating them to different processes, and sharing data via mmapfile? Does that still kill frame rate?
  • but also it looks like the drop was actually in the texture.loadData to display it, in which case maybe we can run the kinects in OF after all