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1 Nov 2024 15:28:01 EDT (-0400)
  stereo camera (Message 1 to 8 of 8)  
From: Ajees
Subject: stereo camera
Date: 27 May 2005 13:20:00
Message: <web.429755fca665835a5ea7462e0@news.povray.org>
Hai
I wish to create a stereo pictuers side by side (left and right) for my
molecule using the following camera position.

// Pov 'camera'
//  to view default ribbons box:  X+-25; Y+-20
/**** pov-image script should replace this with something:
camera {
 //location <0.0,0.0,500.0>    // far away in Z
 // for stereo, eye-separation = 0.1*distance
 location <25.0,0.0,500.0> // stereo 'Right' Z
 //location <-25.0,0.0,500.0>// stereo 'Left' Z
 up y                        // like the screen
 right -5/4*x                // makes right-handed
 angle 5.73                  // 2*atan(25/500)
 look_at <0.0,0.0,0.0>       // origin of ribbons box
}

****/

I will just comment / uncomment the Left and Right location to get the two
pictures. Unfortunatley the pictures which I am getting is not 3
dimensional.
Is there any suggestions?
Thanking you,
Yours
Ajees


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From: Alain
Subject: Re: stereo camera
Date: 27 May 2005 15:48:42
Message: <4297799a$1@news.povray.org>
Ajees nous apporta ses lumieres en ce 2005-05-27 13:16:
> Hai
> I wish to create a stereo pictuers side by side (left and right) for my
> molecule using the following camera position.
> 
> // Pov 'camera'
> //  to view default ribbons box:  X+-25; Y+-20
> /**** pov-image script should replace this with something:
> camera {
>  //location <0.0,0.0,500.0>    // far away in Z
>  // for stereo, eye-separation = 0.1*distance
>  location <25.0,0.0,500.0> // stereo 'Right' Z
>  //location <-25.0,0.0,500.0>// stereo 'Left' Z
>  up y                        // like the screen
>  right -5/4*x                // makes right-handed
>  angle 5.73                  // 2*atan(25/500)
>  look_at <0.0,0.0,0.0>       // origin of ribbons box
> }
> 
> ****/
> 
> I will just comment / uncomment the Left and Right location to get the two
> pictures. Unfortunatley the pictures which I am getting is not 3
> dimensional.
> Is there any suggestions?
> Thanking you,
> Yours
> Ajees
> 
> 
You need to combine them and use an adequate vewer or vewing technic.

Alain


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From: Urs Holzer
Subject: Re: stereo camera
Date: 28 May 2005 10:53:19
Message: <429885df@news.povray.org>
Ajees wrote:
> I wish to create a stereo pictuers side by side (left and right) for my
> molecule using the following camera position.
> 
> // Pov 'camera'
> //  to view default ribbons box:  X+-25; Y+-20
> /**** pov-image script should replace this with something:
> camera {
>  //location <0.0,0.0,500.0>    // far away in Z
>  // for stereo, eye-separation = 0.1*distance
>  location <25.0,0.0,500.0> // stereo 'Right' Z
>  //location <-25.0,0.0,500.0>// stereo 'Left' Z
>  up y                        // like the screen
>  right -5/4*x                // makes right-handed
>  angle 5.73                  // 2*atan(25/500)
>  look_at <0.0,0.0,0.0>       // origin of ribbons box
> }

First, change the look_at point too, the left and the right camera should
look parallel.
Second, an angle of only 5.73 degrees causes the rays shot through the
camera to be nearly parallel. Try a camera with the standard angle or an
angle of about 90 degrees.

Hope that helps.


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From: John Salmon
Subject: Re: stereo camera - 1 attachment (1/2)
Date: 28 May 2005 16:05:59
Message: <Xns966499923FC48jsalmonhoustonrrcom@203.29.75.35>
"Ajees" <ala### [at] yahoocom> wrote in
news:web.429755fca665835a5ea7462e0@news.povray.org: 

> Hai
> I wish to create a stereo pictuers side by side (left and right) for
> my molecule using the following camera position.
> 
> // Pov 'camera'
> //  to view default ribbons box:  X+-25; Y+-20
> /**** pov-image script should replace this with something:
> camera {
>  //location <0.0,0.0,500.0>    // far away in Z
>  // for stereo, eye-separation = 0.1*distance
>  location <25.0,0.0,500.0> // stereo 'Right' Z
>  //location <-25.0,0.0,500.0>// stereo 'Left' Z
>  up y                        // like the screen
>  right -5/4*x                // makes right-handed
>  angle 5.73                  // 2*atan(25/500)
>  look_at <0.0,0.0,0.0>       // origin of ribbons box
> }
> 
> ****/
> 
> I will just comment / uncomment the Left and Right location to get the
> two pictures. Unfortunatley the pictures which I am getting is not 3
> dimensional.
> Is there any suggestions?
> Thanking you,
> Yours
> Ajees
> 
> 
> 

I've been playing around with just this topic. I've been using POV's 
standard "woodbox.pov" file to develope the procedure. Here's what I have 
so far.

Replace the original camera with the following;

//########################################
// Replace the original camera with this

// Save the original camera location
#declare viewLoc = <-7, 10, -15>;

// Save the original look_at location
#declare lookAt = <0, 0, 0>;

// Find the actual vector between the camera and the location looked at
#declare lookDir = lookAt - viewLoc;

// Make sure that up is the same for the camera and for the calculations
#declare vrt = y;

// Use cross product to fins a vector perpindicular to both up and the
// viewing direction and normalize it.
#declare eyeDir = vnormalize(vcross(lookDir, vrt));

// Find the distance between the camera and the location looked at
#declare lookDist = vlength(lookDir);

// Scale the eye seperation for good viewing. The value 20 seems to work
// well, but can be changed
#declare eyeSep = lookDist / 20;

// Find the positions of the eyes
#declare leftEye = viewLoc + (eyeSep / 2.0) * eyeDir;           // One of 
these will
#declare rightEye = viewLoc - (eyeSep / 2.0) * eyeDir;          //   be 
unused

// Now, use the above info
camera {
// location leftEye             // Use this one in the left eye file
   location rightEye
   direction <0, 0,  2.25>
   up vrt
   right x * 0.8
   look_at lookAt
}

//########################################

The comments should be easy to follow. As of now I use two files; left and 
right. My next step is to combine them into one two-frame animation file so 
that both will be generated in one pass. I've also used an 8/5 aspect ratio  
for display on my 8/5 monitor. In the resolution.ini file add the 
following;

[512/2*320, AA 0.3]
Width=256
Height=320
Antialias=on
AQntialias_Threshold=0.3

Also, I used Paint Shop Pro to combine the two images.

I use the "cross-eyed" viewing method (right eye image on the left - left 
eye image on the right) because it isn't limeted in spacing as the "splay-
eyed" viewing method.

Im including the entire "woodbox.pov" file for one side and a copy of my 
derived image.

// woodbox.pov
// POV-Ray 3.5 scene file by Dan Farmer
// Copyright POV-Team, 1995
// Demonstrates some of the woods.inc textures.
// Several wooden spheres (and one glass one), in and around
// a wooden box.

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"

global_settings {max_trace_level 5}

//########################################
// Replace the original camera with this

// Save the original camera location
#declare viewLoc = <-7, 10, -15>;

// Save the original look_at location
#declare lookAt = <0, 0, 0>;

// Find the actual vector between the camera and the location looked at
#declare lookDir = lookAt - viewLoc;

// Make sure that up is the same for the camera and for the calculations
#declare vrt = y;

// Use cross product to fins a vector perpindicular to both up and the
// viewing direction and normalize it.
#declare eyeDir = vnormalize(vcross(lookDir, vrt));

// Find the distance between the camera and the location looked at
#declare lookDist = vlength(lookDir);

// Scale the eye seperation for good viewing. The value 20 seems to work
// well, but can be changed
#declare eyeSep = lookDist / 20;

// Find the positions of the eyes
#declare leftEye = viewLoc + (eyeSep / 2.0) * eyeDir;           // One of 
these will
#declare rightEye = viewLoc - (eyeSep / 2.0) * eyeDir;          //   be 
unused

// Now, use the above info
camera {
// location leftEye             // Use this one in the left eye file
   location rightEye
   direction <0, 0,  2.25>
   up vrt
   right x * 0.8
   look_at lookAt
}

//########################################

// Uncomment the area lights only if you've got lots of time.
#declare Dist=80.0;
light_source {< -50, 25, -50> color White
     fade_distance Dist fade_power 2
//   area_light <-40, 0, -40>, <40, 0, 40>, 3, 3
//   adaptive 1
//   jitter
}
light_source {< 50, 10,  -4> color Gray30
     fade_distance Dist fade_power 2
//   area_light <-20, 0, -20>, <20, 0, 20>, 3, 3
//   adaptive 1
//   jitter
}
light_source {< 0, 100,  0> color Gray30
     fade_distance Dist fade_power 2
//   area_light <-30, 0, -30>, <30, 0, 30>, 3, 3
//   adaptive 1
//   jitter
}

sky_sphere {
    pigment {
        gradient y
        color_map {
            [0, 1  color Gray50 color Gray80]
        }
    }
}

#declare M_Wood18B =
colour_map {
    [0.00 0.25   color rgbf < 0.50, 0.26, 0.12, 0.10>
                 color rgbf < 0.54, 0.29, 0.13, 0.20>]
    [0.25 0.40   color rgbf < 0.54, 0.29, 0.13, 0.20>
                 color rgbf < 0.55, 0.28, 0.10, 0.70>]
    [0.40 0.50   color rgbf < 0.55, 0.28, 0.10, 0.70>
                 color rgbf < 0.50, 0.23, 0.15, 0.95>]
    [0.50 0.70   color rgbf < 0.50, 0.23, 0.15, 0.95>
                 color rgbf < 0.56, 0.29, 0.17, 0.70>]
    [0.70 0.98   color rgbf < 0.56, 0.29, 0.17, 0.70>
                 color rgbf < 0.54, 0.29, 0.13, 0.20>]
    [0.98 1.00   color rgbf < 0.54, 0.29, 0.13, 0.20>
                 color rgbf < 0.50, 0.26, 0.12, 0.10>]
}


#declare Floor_Texture =
    texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}}
    texture { pigment { P_WoodGrain12A color_map { M_Wood18B }}}
    texture {
        pigment { P_WoodGrain12B color_map { M_Wood18B }}
        finish { reflection 0.25 }
    }

#declare Floor =
plane { y,0
    texture { Floor_Texture
        scale 0.5
        rotate y*90
        rotate <10, 0, 15>
        translate z*4
    }
}

#declare T0 = texture { T_Wood19 }

#declare T =
texture { T0
    finish { specular 0.50 roughness 0.1 ambient 0.25 }
}

#declare T1 = texture { T translate  x*10 rotate <0, 87, 0> }
#declare T2 = texture { T translate  y*10 rotate <0,  1, 0> }
#declare T3 = texture { T translate -x*10 rotate  <0, 88, 0> translate 
z*100}

#declare Front_Panel =
box      { <-3.75, 0.00, -0.5>,
           < 3.75, 1.75,  0.0> }

#declare Front_Top_Edge   =
cylinder { <-3.75, 1.75,  0.0>,
           < 3.75, 1.75,  0.0>, 0.5 }

#declare Front_Right_Edge =
cylinder { < 3.75, 0.00,  0.0>,
           < 3.75, 1.75,  0.0>, 0.5 }

#declare Front_Left_Edge  =
cylinder { <-3.75, 0.00,  0.0>,
           <-3.75, 1.75,  0.0>, 0.5 }

#declare Front_UL_Corner  = sphere   { <-3.75, 1.75,  0.0>, 0.5 }
#declare Front_UR_Corner  = sphere   { < 3.75, 1.75,  0.0>, 0.5 }


#declare Left_Panel      = box { <-0.50, 0, -2.75>, <0.50, 1.75, 2.75> }
#declare Left_Top_Edge   = cylinder { <0, 1.75, -2.75>, <0, 1.75, 2.75>, 
0.5 }

#declare Left_End =
intersection {
    union {
        object { Left_Panel       }
        object { Left_Top_Edge    }
    }
    plane { x, 0 }
    texture { T2 }
    bounded_by { box { <-0.501, 0.01, -3.251>, <0.01, 2.251, 3.251> } }
}

#declare Box_Front =
intersection {
    union {
        object { Front_Panel      }
        object { Front_Top_Edge   }
        object { Front_Left_Edge  }
        object { Front_Right_Edge }
        object { Front_UL_Corner  }
        object { Front_UR_Corner  }
    }
    plane { z, 0 }
    texture { T1}
    bounded_by { box { <-4.251, 0.01, -0.51>, <4.251, 2.251,  0.01> }}
}
#declare Box_Bottom = box {<-3.75, 0.0, -2.75> <3.75, 0.25, 2.75> texture 
{T3} }
#declare Box_Lid =    box {<-3.75, 0.0, -2.75> <3.75, 0.25, 2.75>
    translate -2.75*z    // put "hinge" at origin
    rotate x*25          // open the lid
    translate 2.75*z     // move "hinge" back
    translate y*2        // lift to top
    texture {T3}
}
#declare Box =
union {
    object { Box_Front translate -z*2.75}
    object { Box_Front scale <1,1,-1> translate z*2.75}
    object { Left_End translate -x*3.75 }
    object { Left_End scale <-1,1,1> translate x*3.75 }
    object { Box_Lid  }
    object { Box_Bottom }
}
#declare Spheres =
union {

    // Inside of box
    sphere { <1.5, 1.5, -0.75>, 1.25
        texture {
            T_Wood14
            finish { specular 0.35 roughness 0.05 ambient 0.3 }
            translate x*1
            rotate <15, 10, 0>
            translate y*2
        }
    }
    // Inside of box
    sphere { <-1.5, 1.25,  0.5>, 1
        texture { T_Wood18
            finish { specular 0.25 roughness 0.025 ambient 0.35 }
            scale 0.33
            translate x*1
            rotate <10, 20, 30>
            translate y*10
        }
    }
    // Inside of box
    sphere { <-0.75, 1.0, -1.5>, 0.75
        texture { T_Wood10
            finish { specular 0.5 roughness 0.005 ambient 0.35 }
            translate x*1
            rotate <30, 10, 20>
        }
    }

    // Outside of box
    sphere { <-0.75, 0.75, -4.25>, 0.75
        texture { T_Wood4
            finish { specular 0.25 roughness 0.015 ambient 0.2 }
        }
    }
    // Outside of box
    sphere { <-2.25, 0.45, -4.5>, 0.45
        texture { T_Wood20
            finish { specular 0.15 roughness 0.15 ambient 0.3 }
            rotate <45, 10, 45>
            translate x*10
        }
    }

    // Outside of box
    sphere { <-5.5, 0.95, 0.8>, 0.95 texture { T_Glass4 } interior {I_Glass 
caustics 1} }
    // Outside of box
    sphere { <-5.00, 0.75, -2.0>, 0.75 texture { T_Copper_2B} }
    // Outside of box
    sphere { <-1.75, 0.40, -5.4>, 0.40 texture { T_Brass_3B} }
}
union {
    object { Floor }
    object { Box }
    object { Spheres }
    rotate -y*35
}


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Attachments:
Download 'woodbox-3D.bmp' (481 KB)

From: John Salmon
Subject: Re: stereo camera - 1 attachment (2/2)
Date: 28 May 2005 16:06:05
Message: <Xns9664999B81DE8jsalmonhoustonrrcom@203.29.75.35>


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From: Warp
Subject: Re: stereo camera - 1 attachment (1/2)
Date: 28 May 2005 16:11:39
Message: <4298d07b@news.povray.org>
Do not post binary attachments to non-binearies groups (post them
to povray.binaries.* groups instead). Specially not huge bmp files.
  Please cancel your posts here and repost them at povray.binaries.images
or another relevant binaries group.

-- 
                                                          - Warp


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From: John Salmon
Subject: Re: stereo camera - 1 attachment (1/2)
Date: 28 May 2005 16:22:42
Message: <Xns96649C6FBBA9Cjsalmonhoustonrrcom@203.29.75.35>


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From: AS
Subject: Re: stereo camera
Date: 8 Jul 2010 11:05:00
Message: <web.4c35e8f2db01aca5e9a5cddd0@news.povray.org>
Ajees, Alain,

you should transpose the "look_at" by the same vector.

You can use the software Stereopteryx (http://www.midicond.de/Freeware/) to view
stereo images, even very large ones, in "parallel view". The help function
includes some more hints about POV. Have fun!

Alex


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