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Wednesday, 15 August 2012

Tech Meeting Updates 2

Posted on 11:10 by Unknown

omegalib / CAVE2

  • fixed a few memleaks and improved stability in some areas
  • added a panorama switcher
  • Imported Tom's brain blood vessel data to CAVE2

HANDS

  • weekly meetings to discuss prototype changes
  • will prepare mockups for next week
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    Wednesday, 8 August 2012

    Tech Meeting Updates

    Posted on 10:37 by Unknown


      omegalib / CAVE2

      • improved few things with cylindrical config support
        • now changing a couple of parameters (start angle, number of tiles) it is possible to control portions of the display system
      • working on wand support / interaction
        • default mapping: pick and move with wand ray & triggers, rotate with analog stick, menu interaction with digital arrows + confirm / cancel button
        • Navigation / Interaction / Menu control are implemented as separate modules, so it is possible to experiment with different interaction schemes.
      • Revising menu system
        • Can be controlled by ray or gamepad
        • Working on a stacked submenu layout
      • SkyBox / panorama support
        • Can now load cube-mapped panoramas as well as planar panoramas (like ones in CalVR)
        • panoramas can be added as background to existing apps
      • Applications
        • working on simple model viewer
          • View single model from a set
          • Manipulate model
          • Control animation on the model

        A cube-mapped panorama
        A planar-mapped panorama

      HANDS

      • started work on next prototype iteration.
      • the prototype will use a new layout
      • Next interview round: first week of September.

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        Saturday, 4 August 2012

        omegalib 2.1 released

        Posted on 12:44 by Unknown

        Summary

        omegalib is a middleware designed to ease the development of applications on virtual reality and immersive systems. Its main features are:
        • Support for hybrid systems, presenting high definition 2d and 3d content on the same display surface
        • Display system scalability
        • Support for a wide range of input peripherals (controllers, motion capture systems, touch surfaces)
        • Integration with third party higher level toolkits like Unity, vtk, Open Scene Graph, Qt.
        Altough omegalib is designed mostly to run on VR systems, it can be used to develop applications on standard desktop systems as well, leveraging the power of multiple Gpu units when available
        Omegalib 2.1 is mostly a bookkeeping / work-in-progress tag, before some refactoring work for omegalib 3.0

        Major Changes

        • omega
          • Added support for headless master nodes on cluster configs
          • Improved equalizer code for cluster configs
          • Added preliminary support for cylindrical display configs
          • Python API redesigned to more closely match the C++ API (using boost::python)
            • Python API integrated pyEuclid for math fnctionality
          • system configuration does not need to be in app config file anymore. It is now looked up from default.cfg
          • current working dir support in clustered launcher
          • orun works without osg / vtk support
          • MouseCameraController? (control camera just using mouse, useful for SAGEPointer-based control of remote displays)
          • Added support for skybox, environment mapped shaders
          • Custom display geometry in config files
        • omicron
          • Cleaned up math library
        • cyclops
          • Major improvements in effects support
          • Added cyclops LineSet? class
          • Support for multilight shaders
          • Shadows can be enabled / disabled at runtime
          • Normals can be generated and / or normalized for loaded models
        • misc.
          • Added prepackaged binary build for windows (work in progress)
        • MissionControl?
          • Basic tool implemented
          • Basic statistics support

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