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John

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Posted on Tuesday, May 04, 2004 - 9:09 am:   Edit PostDelete PostView Post/Check IPPrint Post

Has anyone used AutoDesk Inventor in 3D ?
I tried to do it but have not been able to get it working yet.

I have an Nvidia quadro FX 1100 card, Installed the ForceWare 56.64 graphics driver (56.64_winxp2k_English_whql.exe) and the 56.64 Stereo driver (ForceWare_3D_Sterio_56.64.exe)
Enabled stereo in the stereo properties and enabled Stereo in OpenGL settings.
The medical application and the test application work very good in 3D
But my CAD application does nothing ???
How do I get a normal OpenGL application to do 3D
According to the brochure it must work.
Anyone ever have been able to make OpenGL application do 3D
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M.H.

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Posted on Tuesday, May 04, 2004 - 7:19 pm:   Edit PostDelete PostView Post/Check IPPrint Post

OpenGL applications do not use the nVidia game wrapers for stereoscopy. They use much more sophisticated direct camera stereoscopic arrangment controled by the application.
In addition the game wrpapers instlation and activation corrupts standard OpenGL stereoscopy.

You should:
Disable the game wrpapers ...
Check whatever the CAD application have internal stereoscopic camera setup ...
Check whatever e.g. nVidia POWERdraft
can not add stereosopic support to the CAD ...
nVidia MAX Extrema can e.g. add execelent stereo OpenGl upport to 3D Max.
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John

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Posted on Wednesday, May 05, 2004 - 4:12 pm:   Edit PostDelete PostView Post/Check IPPrint Post

M.H. You have to clarify this:
What are the game wrapers ?
What is direct camera stereoscopy and how do I have my CAD application control it.

The CAD application (autodesk Inventor) was not originally intended for 3DStereo, but it does communicate with the video card in OpenGL And according to what I understand from the Nvidia stereo documentation, the stereo effect is created by the stereo driver. It manipulates the raw OpenGL language send to the video card and creates the pictures for the 2 screen buffers which than are send to the screen interleaved. (Page flipping mode)
This way you can create 3D images from any OpenGL application which was not designed for stereo. Read on Page 6 of document : TB-00271-001_v02-3Dstereo.pdf
On the nvidia site http://www.nvidia.com/page/home
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John

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Posted on Wednesday, May 05, 2004 - 4:15 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Ooh,

One hint that I discovered myself is that the application has to run in full screen mode, thus not in any kind of window.
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M.H.

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Posted on Wednesday, May 05, 2004 - 7:20 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Wrapers:

Application know nothing about stereoscopy. Graphic cards drivers make game scene analysis and try to add stereo camera in the best way. nVidia consumer level stereo work in this way. This method have hi quality limit becouse camera placement based on reduced information could be never done optimal.

OpenGl stereoscopy with camera control:

The application itself must place the cameras. Camera is fully controled by application developer , not by graphic card drivers. This gives the best results, but original application must have native stereoscopic support.

The rest is as you write ... Unfortunately the key to activate the stereo wrappers is not only full screen modes but "exclusive full screen mode" witch almost no profesional applications use ..
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SamualT

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Posted on Monday, May 10, 2004 - 4:22 am:   Edit PostDelete PostView Post/Check IPPrint Post

John:
I don't know anything about wrappers. But I know that just about anything written for OpenGL or DirectX that uses Full Screen Graphics Mode can be viewed in stereo-3d. Some better than others.
The problem is that most, if not all, CAD programs use Windowed Mode. Nvidia and other drivers can't handle that.

See my free little program for viewing CAD files in stereo-3d:
http://home.comcast.net/~kr4495/fsgm/fsgm.html
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Anonymous

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Posted on Tuesday, June 29, 2004 - 6:25 pm:   Edit PostDelete PostView Post/Check IPPrint Post

SamualT, Do you have any models that can be demo'd on your software? I tried some of my models, and they were the wrong format.

I would love to see what you have working.

Thank you

Zach
zboxrud@reasonco.com
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Stefano Mininel

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Posted on Friday, July 02, 2004 - 10:49 am:   Edit PostDelete PostView Post/Check IPPrint Post

My OpenGL based apps, written with Visualization Toolkit, run perfecly in window stereo on a soft-modded FX5900->Quadro. Without Stereo drivers!
With stereo drivers installed their stereo don't work.

"I think" you may:
EITHER have stereo drivers, managing the wrappers that allow you to play in full screen 3D games that were not born stereo
OR
no stereo drivers, no games, but your native stereo professional openGL applications may work in stereo window.

But I'm not an expert so someone may confirm?

And I suggest you to download RivaTuner so you can verify QuadBuffered OpenGL is activated (necessary for window stereo).

Bye
Stefano Mininel
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Anonymous

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Posted on Friday, August 13, 2004 - 3:10 am:   Edit PostDelete PostView Post/Check IPPrint Post

Hello,

Is it possible to watch in real time in 3d Max, or Maya, while modelling or animating, before rendering, using the NVidia stereo driver?

Thanks !
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M.H.

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Posted on Friday, August 13, 2004 - 6:51 am:   Edit PostDelete PostView Post/Check IPPrint Post

It was working O.K. with 3D Max 4.0 and nVidia Max Extreme drivers (on Quadro cards). Unfortunately Max Extreme nVidia drivers for MAX 6.0 do not support stereo :-(.

You can not use NVidia stereo game drivers (wrappers) - MAX and Maya do not work in exclusive fulls screen mode witch is neccesary.
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David Sykes

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Posted on Sunday, August 15, 2004 - 4:58 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Michal, we often see the NVidia game-drivers described as OpenGL 'wrappers'.
What does this mean and how are the OpenGL calls intercepted ?

Does the NVidia games driver use information from the z-buffer to generate left/right views ?

Difficult to see how it works.
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M.H.

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Posted on Sunday, August 15, 2004 - 7:55 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Just to make one thing clear - there are 2 OpenGl stereoscopy modes on nVidia cards.
1) identical wrapers as for games in Direct3D
2) application controled OpenGL stereoscopy

All OpenGL games should work in mode 1). Somw support even mode 2).

How the 'wrappers' usualy work (I am not sure how the nVidia works, but my version was working in this way):

1) They raplece the standard Microsoft OpenGL32.dll

2) They buffer all OpenGL commands instead of delivering them to the standard graphic card drivers ...

3) They make a z-buffer depth statistic

4) From the object distribution in the z-depth they calculate optimal stereo view on the scene

5) They execute the buffered command twice with modified camera setup (creating whatever stereo output you like)

Steps 3,4 can be replace by manual camera setup ...

This porces can in principle add stereoscopy to any in window OpenGl application.
I had partialy implemented this - but stoped the development. To much work, to low comercical interest. Other people had implemented this for Linux already ...

Max Extreme stereo support was a true OpenGls tereo support - no wrapers, user adjustable stereo camera.
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Alatar

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Posted on Monday, August 16, 2004 - 12:13 am:   Edit PostDelete PostView Post/Check IPPrint Post

M.H., are you able to elaborate on the difference between the "gaming" stereo drivers available for the common nVidia cards and the "Professional" ones available for the Quadro cards?

Are there web pages explaining the actual stereo features of the Quadro cards? I haven't been able to find any. :-(
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M.H.

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Posted on Monday, August 16, 2004 - 7:25 am:   Edit PostDelete PostView Post/Check IPPrint Post

Alatar:
I do not undertand your question.
Gaming drivers simply add stereoscopy to any DirectX and OpenGL application working in exclusive full screen mode. The restriction to full screen mode is done probably only from comercial reasons - not to corrupt the Quadro market.

Quadro OpenGL drivers supports both full and in windows stereoscopy. Camera setup and left-right eye view determination must be done by the application.

According stereoscopic futures of Quadro cards:
- they can work with "wrapers" drivers identicaly as corresponding GeForce
- for information abut the profesional OpenGl in window stereoscopy have a look on some standard OpenGL book or Stereographics WWW with sample codes. My WWW with related tutorials is temporaly down ...
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Alatar

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Posted on Monday, August 16, 2004 - 3:26 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Thanks M.H., and even though you say you don't don't understand the question, you've answered it anyway. :-)

Essentially I have:
a) lots of expererience writing stereo drivers, stereo apps, etc;
b) got several low-end (i.e. gaming) nVidia cards, downloaded the stereo drivers and played with the various test apps plus a couple of games;
c) requested, received and played around with nVidia's BitBLT stereo SDK; and,
d) now got a high-end workstation with a Quadro card and want to more clearly understand what I am able to do with it.

So far I have gathered that the Quadro:
- has a DIN stereo connector
- can natively do windowed stereo
- has a GPU more suited to professional applications than gaming

I understand about the wrapper approach vs. native stereo support in the app but this is not an issue in my case as I have an existing app which I am considering porting to work on Quadro cards instead the old FireGL ones now used.

I spoke to nVidia at Siggraph and am in the processing of getting the pro SDK.

Am I missing anything?
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M.H.

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Posted on Monday, August 16, 2004 - 7:26 pm:   Edit PostDelete PostView Post/Check IPPrint Post

Alatar:
I have never heard about something coled nVidia "Pro SDK" ... How does it differ from standard nVidia SDK witch can be downloaded from the nVidia WWW ?
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Alatar

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Posted on Monday, August 16, 2004 - 11:35 pm:   Edit PostDelete PostView Post/Check IPPrint Post

I don't know. Perhaps "Pro" is the wrong word. What I discussed with them was an SDK that would allow me modify my stereo apps to run on a Quadro card. Perhaps this is in fact the same one you are referring to when you say: "standard nVidia SDK which can be downloaded from the nVidia WWW".

Basically this is exactly what I am trying to find out: which paths are open to us as advanced developers to make optimum use of the Quadro hardware. A subsidiary, but more important question, is whether or not it is even a good idea to use them, as our needs are really very specific.

I guess I will find out more when they send me the SDK.

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