Project Examples¶
The following are Project Example you can download and experiment with:
Basics¶
BASIC_01_Castle¶
Using the MeshWarp Node to output three custom meshes to three different projectors by splitting an Window window into three Viewport
Master¶
MASTER_01_IMLab¶
Using the Beamer Node to output four calibrated renderpasses to four different projectors by splitting an Window window into four Viewport. The content projected onto the screen is generated by a ShaderRaymarcher object. The BoxMapCamera is used to indicated the ray origin for the Shader.
MASTER_02_Dodecaedron¶
Using the Beamer Node to output three calibrated renderpasses to three different projectors by splitting an Window window into three Viewport. Each Output has a render pipline that uses a calibrated Beamer node that renders the Canvas nodes connected to the Video node. A second render pass is recorded by a SceneCapture node, which renders its own Canvas node (which in turn shares its transformation with the Canvas node that is recorded be the Beamers), but only with a manual render pass. this render pass is used in combination with a ShdrTexOP, that uses it as a mask. The shader is applied inside the Viewport, together with a MeshWarp node that allows small mapping corrections.
MASTER_03_AnaglyphStereo¶
Illustrates how to use SceneCamera in stereo mode to render the same scene in two renderpasses from slightly different angles to get a stereoscopic effect. Two Window to show both the individual render passes and the final result. Using the ShaderAnaglyph to render the two passes into one texture to be viewed with an anaglyph spectacles. QueScript animates the Gazebo to do a slow rotation.
Pro¶
PRO_01_DevilsStone¶
Using the Beamer Node to output four calibrated render pipelines to four different projectors by splitting a Window into four Viewport. Each render pipeline uses a calibrated Beamer and linked SceneCapture node to create two renderpasses each: one for the content and the other for the blend-mask, generated by the SpatialShaderynode. The BlendSoftedge blends the content pass and the blend-mask inside the Viewport before it is sent to the projectors.
PRO_02_Dome¶
Using Six calibrated render pipelines to six different projectors by splitting a Window into six Viewport. Each render pipeline uses a calibrated Beamer node: In combination of the SpatialShadery node settings 'edgeAndBlend' and 'baked texture', the content from the Video and the realtime generated and baked blend-mask are blended in one pass and then sent as is to Viewport nodes.
PRO_03_SPatialAR¶
A Barebones Spatial Augmented Reality Setup. Three calibrated render pipelines play on three different projectors by splitting a Window into three Viewport. Each render pipeline uses a calibrated Beamer node. No SpatialShadery nodes are used in this setup to keep the patch simple. The content projected on the head Canvas is recorded in a primary render pass by a SceneCapture and then reprojected on the head from the same point with a TextureProjectury node. A similar setup is used for the background surface. The animations are played back a QueScript and multiple transformation trees and with a TfmLookAt node it is made sure that the SceneCamera always points at the correct place.
Using the
Using the