[vtkusers] same camera on different viewpoints

Chuck Anderson cda10 at psu.edu
Wed Jan 9 15:31:42 EST 2008


Silicia,

Everything I do in VTK is for stereo viewing with a Crystal Eye compatible
stereo projection system, so I know it works well. I work in Tkl/Tk so the
syntax will different for you, but here are the three lines I include in the
RenderWindow setup to get the stereo working:

StereoCapableWindowOn
SetStereoTypeToCrystalEyes
StereoRenderOn

VTK handles all the work arranging the 2 cameras etc. You can change the eye
separation, but I find the default value works fine so I never change it.

Cheers,
Chuck

--------------------------------------
Chuck Anderson
Visualization and Outreach Specialist
Center for Environmental Kinetics Analysis (CEKA)
Penn State
2217 EES Building
814-863-2049
cda10 at psu.edu



> Hi, Chuck...
>  
> I am new in VTK... There is a way to use especific methods to Crystal Eyes in
> VTK? My goal is to make stereo images for Crystal Eyes. So, I display the same
> actor in two differents viewports, where each one has it owns camera... One
> camera I have to use the method Azimuth(5) to set the difference of the
> distance of the eyes... So, when I move the actor in one viewport, the other
> do not move together... I have to make this work! There is methods to Crystal
> Eyes already implemented???
> 
>  
> On 1/9/08, Chuck Anderson <cda10 at psu.edu> wrote:
>> I just saw this thread and can not find the beginning...but is there some
>> special reason that you can not use the Crystal eyes stereo capability built
>> into RenderWindow?
>> 
>> Chuck
> 
> 
> On 1/9/08, Luca Pallozzi Lavorante <lplavorante at gmail.com> wrote:
>> Hi Mark,
>> I have used the "ren2->SetActiveCamera(ren1->GetActiveCamera())" approach
>> only on small test programs and I have got no crashes. On production
>> applications the pair vtkOrientationMarkerWidget / vtkAxesActor was
>> sufficient to me as I only needed a smaller viewport showing axes "perfectly
>> alligned" with the object shown in the main viewport.
>> 
>> It would be interesting to know if anybody on the list has had crash problems
>> by sharing camera pointers among renderers.
>> 
>>     Luca 
>> 
>> 
>> 
>> On Jan 9, 2008 4:09 PM, Mark Wyszomierski < markww at gmail.com> wrote:
>>> Luca, I had tried that myself at one point:
>>> 
>>>     ren2->SetActiveCamera(ren1->GetActiveCamera());
>>> 
>>> but would get random crashes, has it been ok for you? I eventually had
>>> to manually copy over camera parameters between the two cameras
>>> instead to get the same effect.
>>> 
>>> I think what Sicilia wants is to have the same interaction propagated
>>> to all renderers (since the cameras may be setup in different
>>> locations). This probably isn't a typical thing to do, normally you
>>> want the camera location copied throughout all renderers instead. I
>>> was looking into this but couldn't figure out myself how to Invoke()
>>> the same interaction on another renderer. We can listen on Interaction
>>> events on the render window's interactor, but not quite sure how to
>>> propagate it to the other renderers.
>>> 
>>> Mark
>>> 
>>> 
>>> On Jan 9, 2008 8:52 AM, Sicilia Judice < siciliajudice at gmail.com
>>> <mailto:siciliajudice at gmail.com> > wrote:
>>>> > I think I am very near to finish this...
>>>> >
>>>> > Let me try to explain... I have to generate stereo images to use with
>>>> > Crystal Eyes... So, I have create two viewports, displayed vertically,
>>>> one 
>>>> > over other... The upper viewport is the stereo image for one eye, and the
>>>> > second one for the other eye. I have to put one of this images with a
>>>> > difference of 5° (the paralaxe). I was creating two cameras, each one for
>>>> > one viewport. In the second camera I was using the method Azimuth(5). But
>>>> in
>>>> > this way, I was having to take care of the interaction, what I could not
>>>> > done... Now I have try a different solution: I create only one camera and
>>>> > set to both viewports. Now, any action with the mouse move the two images
>>>> > together... But I have to translate the second image in 5°, and I do not
>>>> > know how to do it... How can I translate an imagem in a viewport???
>>>> >
>>>> > ps.: sorry for the english, I am from Brazil!
>>>> >
>>>> > ps2.: thanks for the attention!!!
>>>> >
>>>> >
>>>> >
>>>> > On Jan 9, 2008 11:42 AM, Luca Pallozzi Lavorante <  lplavorante at gmail.com
>>>> <mailto:lplavorante at gmail.com>  >
>>>> > wrote:
>>>>> > >
>>>>> > >
>>>>> > >
>>>>> > > Sicilia,
>>>>> > > if you work in C++, let's say you have two viewports, with two
>>>> > corresponding instances of vtkRenderer, ren1 and ren2. Say that you want
>>>> to 
>>>> > modify ren2´s camera according to whatever interaction you perform on
>>>> ren1 
>>>> > (via a vtkRenderWindowInteractor). The command to accomplish that is :
>>>>> > >
>>>>> > > ren2->SetActiveCamera(ren1->GetActiveCamera());
>>>>> > >
>>>>> > > Hope this help
>>>>> > >
>>>>> > >       Luca
>>>>> > >
>>>>> > > _______________________________________________
>>>>> > > This is the private VTK discussion list.
>>>>> > > Please keep messages on-topic. Check the FAQ at:
>>>> > http://www.vtk.org/Wiki/VTK_FAQ
>>>>> > > Follow this link to subscribe/unsubscribe:
>>>>> > > http://www.vtk.org/mailman/listinfo/vtkusers
>>>>> > >
>>>>> > >
>>>> >
>>>> >
>>>> >
>>>> > --
>>>> > 
>>>> ---------------------------------------------------------------------------
>>>> > Sicilia Ferreira Judice
>>>> > www.lncc.br/~sicilia <http://www.lncc.br/%7Esicilia>
>>>> > sicilia at lncc.br
>>>> >
>>>> > Laboratório Nacional de Computação Cientifica
>>>> > Avenida Getulio Vargas, 333 - Quitandinha.
>>>> > Petrópolis, RJ, Brasil - CEP: 25651-075.
>>>> > Sala 1A-44  | Tel. +55 (24) 2233-6173
>>>> > Lab. Virtual | Tel. +55 (24) 2233-6098
>>>> > _______________________________________________
>>>> > This is the private VTK discussion list.
>>>> > Please keep messages on-topic. Check the FAQ at:
>>>> > http://www.vtk.org/Wiki/VTK_FAQ
>>>> > Follow this link to subscribe/unsubscribe:
>>>> > http://www.vtk.org/mailman/listinfo/vtkusers
>>>> >
>>>> >
>> 
>> 
>> _______________________________________________
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>> Please keep messages on-topic. Check the FAQ at:
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>> 
> 
> 


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