Logo by reallybigname - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Did you know ? you can use LaTex inside Postings on fractalforums.com!
 
*
Welcome, Guest. Please login or register. April 19, 2024, 02:44:10 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: [1]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: V169-calc left eye  (Read 3122 times)
Description: Animation
0 Members and 1 Guest are viewing this topic.
jucarbi
Forums Newbie
*
Posts: 4


« on: February 04, 2011, 06:23:30 AM »

I am new to animations but very keen on stereo views so I am very keen on using this new feature. Would someone kindly explain how to  create just a left and right view. I loaded the parameters but didn't alter any other settings because I didn't know what they did.  I pressed render stereo animation and the computer chugged along making 9 right and 9 left bmps. A step-by-step answer would be much appreciated. (and thanks Jesse for including this feature)

Kind regards Jay
Logged
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #1 on: February 04, 2011, 03:25:03 PM »

If you calculate parameters like always, you get an image.
So if you want to make a stereo view, what means that you need two images - one for the left eye and one for the right eye, this image is now treated as 'right-eye' image and you only need to calculate another one for the left eye.
If you press the 'Calculate left eye image' button, the current parameters (for the right eye) are changed to get the view, seen from the left eye.

You just have to stick these two images together in a way you can view them as 3d stereo.
There might be several programs out there that can do it for you if this a problem.
At least i think there are programs...?
Logged
jucarbi
Forums Newbie
*
Posts: 4


« Reply #2 on: February 05, 2011, 02:44:41 AM »

Thanks for replying. I know how to put the two images together. I do not know how to create the left eye image automatically - where is the "calculate left eye image button" of which you write?
Cheers Jay
Logged
jucarbi
Forums Newbie
*
Posts: 4


« Reply #3 on: February 05, 2011, 02:48:25 AM »

OOps!! Kindly disregard the previous. I just found it. I was looking in the Animation Maker. embarrass
Logged
cytotox
Alien
***
Posts: 39


« Reply #4 on: March 02, 2011, 05:09:38 PM »

Hi Jesse

I have only recently found the time to check out the 'Calculate left eye image' button. I calculated and saved the corresponding images at approx. 1000 x 1000 pixels, then used IrfanView's 'make panorama picture' function to assemble the two images side by side (left-eye image to the right for cross-eyed stereoscopic viewing).

The results have been quite impressive so far, however, I find that in the left eye view, the visible objects often seem to be shifted to the left with respect to the image section visible in the right-eye image.

I assume that it has something to do with 'minimal distance' parameter (the third parameter in the Stereo tab). The pop-up help text refers to the Zstart-plane, so it seems that the value of the Zstart parameter has to be taken into consideration somehow, but how the Zstart parameter (starting point for raytracing?) actually has to be interpreted in the context of a (virtual) 3D Object on the screen I do not understand (e.g. does a negative value mean that I also have to enter a negative value into the 'minimal distance' input box? And does that mean that all objects appear to lie behind the plane of the screen?).

Can you - or anybody in this forum - shed some light on this for me. Maybe a cartoon showing the screen, the viewer, the virtual position of the 3D (stereoscopically viewed) object and the 'minimal distance' in relation to the Zstart (plane) could help to explain the dependencies ...
Logged
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #5 on: March 02, 2011, 06:36:29 PM »

Hi Cytotox,

i assume you are using negative values for the minimal distance, because objects shifted to the left side in the left-eye image should not happen.
This is of course wrong, the stereo values does nothing have in common with other values like Zstart, forget your theory  wink
The values are all positive values in meter!
For the minimal distance it means where the virtual object can appear the closest, a value of 0.5 would mean 0.5 meter in front of you.
The other parameters are the imagewidth (of the shown image) and distance of the screen to your eyes, also in meter.

Then all objects should lie between 0.5 meters and infinity in this example, not really complicated... just think simple.  wink
Logged
Don Whitaker
Conqueror
*******
Posts: 133



KitchenDon
WWW
« Reply #6 on: March 03, 2011, 01:37:06 AM »

Thanks for the clarifications, Jesse. The Minimal Distance was confuising me, but now I get it. This should allow good control of the 3D effect, especially in relation to the 2D image plane. So excited to tinker with the new options!  grin
Logged

My digital creations: let me show you them
cytotox
Alien
***
Posts: 39


« Reply #7 on: March 03, 2011, 10:24:53 AM »

Hi Jesse

Thanks for the reply. However, I did not use negative values for minimal distance, but nevertheless, all visible objects were shifted to the left in the left eye image.

I used the parameters shown below for the right eye image, and then calculated the left eye image using 0.5, 0.25 and 0.3 for 'Screen distance', 'Image width' & 'Minimal distance'.

The results (side by side, left eye image on the right for stereoscopic cross-eye viewing) are visible in the image shown. The central part of the image - the cube-like structure - is shifted from the center of the image (right eye image) to the left (in the left eye image).

This problem most probably occurs because M3D does not know where the (visible) objects really are, and in this case, assumes that the object the two cameras have to fix upon is closer than it actually is: the program tries to center the viewing axis of the left eye camera on a (non-existing) object that is nearby, and thus for any ('real') object positioned at a greater distance, the line of sight passes it on its right side (as seen from the viewer), resulting in the object to be shifted from the center of the image to the left. So, I guess, to avoid this, it will be necessary for the program to know on which (actually existing) object the camera angle has to be fixed. Maybe this could be implemented in a similar way as the DOF point & click procedure to set the focus of the camera on the surface of an object ...

(James Cameron said in an interview that he generally slaved the fixation point for the cameras to the focus point when shooting the movie 'Avatar').

In general, I would like to have some more information about how the Mandelbulb 3d camera setup really works with respect to terms like 'field of view' (FOV) and 'rectilinear lens', and if camera perspective can be set to '0' (i.e. no perspective at all; lines of view are all parallel) etc.

For Apophysis 3D, there is a tutorial with explanations and examples that are very helpful in this regard.
(http://apophysisrevealed.com/apo3dblog/2009/02/apo-treasures
and also: http://apophysisrevealed.com/apo3dblog/parallel-perspective)
Maybe it is possible to have a similar tutorial or something that allows for making cross-references to this topic ...

Mandelbulb3Dv16{
M.....m....61...s/....6...k53iSIsulyz8V3MKsrR1yjB1bud912wz1ClyAqfH9yziv9KWRC9gzj
................................PDXS9a6Kt/2........Y./..................y.2.....
................/QU03....6.a4...l1...2E/.....ckuFngRMihD.Qk9HRcE...6/dNaNu1....c
/B....kD..../..........wz.............................................cD....zcNa
Nu1...sDL85Pq1x80vHmpZ140cMiyO1DTKBNXrgDSCARbzMB.vHV69ye3v7oysGfBMbJX3eDMcbrqCy8
Av9nCRPJ0RQhy2EJxzla5LgD......2O/...R.................sD..E.....................
.............................UJRa4.wpNO.6Obd/.mRa4.irNO.EVbd/UCSa4..............
................zzzzz1.....R.w4.4/...Y9...EC....p0...k3...kC....6/...o2....UJLXF
/R3U.y7lzjo98RrGTGwz9xWGr/6.0c..U1Cs.El18XGQeGyDjvIRhrVAkz1............28.kFrA0.
FWb96aAIVzvh1se7Umvxz0........../.V0.sXTL0U3SQcDqMitz07BQKxV62zD..........E.0c..
zzzz.................................2U.8.kzzzD.................................
/6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR
S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq
40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3.................................
E....2....E.....2....A....EEh3aSdtqNU6oPs/UQ..........................k/9.......
..........Uf53iSIsuyz0........yD........kz1.....................................
................................................................................
........................}


* stereotestbox.jpg (209.84 KB, 960x480 - viewed 393 times.)
« Last Edit: March 03, 2011, 12:46:21 PM by cytotox » Logged
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #8 on: March 03, 2011, 08:47:02 PM »

Hi Jesse

Thanks for the reply. However, I did not use negative values for minimal distance, but nevertheless, all visible objects were shifted to the left in the left eye image.

I used the parameters shown below for the right eye image, and then calculated the left eye image using 0.5, 0.25 and 0.3 for 'Screen distance', 'Image width' & 'Minimal distance'.

Of course, if the object is behind the screen, it must be shifted towards the eyes direction.  My fault.


Quote
This problem most probably occurs because M3D does not know where the (visible) objects really are, and in this case, assumes that the object the two cameras have to fix upon is closer than it actually is: the program tries to center the viewing axis of the left eye camera on a (non-existing) object that is nearby, and thus for any ('real') object positioned at a greater distance, the line of sight passes it on its right side (as seen from the viewer), resulting in the object to be shifted from the center of the image to the left. So, I guess, to avoid this, it will be necessary for the program to know on which (actually existing) object the camera angle has to be fixed. Maybe this could be implemented in a similar way as the DOF point & click procedure to set the focus of the camera on the surface of an object ...

Hmm, could be an option... have to think about it.

Quote
(James Cameron said in an interview that he generally slaved the fixation point for the cameras to the focus point when shooting the movie 'Avatar').

In general, I would like to have some more information about how the Mandelbulb 3d camera setup really works with respect to terms like 'field of view' (FOV) and 'rectilinear lens', and if camera perspective can be set to '0' (i.e. no perspective at all; lines of view are all parallel) etc.

This will change in version 1.7, so i better don't say anything about it so you don't have to forget all again  wink
Logged
Pages: [1]   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
Mandelbrot fractal rendered with Open Office Calc (or Excel) Images Showcase (Rate My Fractal) Buddhi 5 5639 Last post November 13, 2009, 03:19:04 PM
by twinbee
2 weeks left, 100 entries 4th Annual Fractal Art Competition 2011 (completed) cKleinhuis 0 3368 Last post April 14, 2011, 01:32:49 PM
by cKleinhuis
Nothing Left But My Bones Mandelbulb3D Gallery dainbramage 0 836 Last post May 27, 2011, 01:47:57 AM
by dainbramage
40 calender left .... Fractalforums.com Calendar Project cKleinhuis 6 4748 Last post December 17, 2011, 10:46:01 PM
by cKleinhuis
Mandelbulb3Dv1.8 SSAO24r Calc Count bug reporting lenord 1 885 Last post July 21, 2012, 08:43:50 PM
by Jesse

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.195 seconds with 28 queries. (Pretty URLs adds 0.01s, 2q)