<div dir="ltr">PTM - I have a fuzzy notion the work would be done in the pixel shader of the target object and after modulating all the normal textures, the shader would project toward the film plane along camera ray and if it hits the film (inside) then it would do an additional modulation to the film image sample.<div><br></div><div>Sounds like PTM has at least 1 implementation and at least one other planning to implement.</div><div>Is there any other v4 thing that is worse off - fewer planned and actual implementations?</div><div>Thanks,<br><div>-Doug</div><div>more..<br><div>A few ideas for extending the PTM Component, with additional levels</div><div>1. a node to compute relative poses of the projectors by image matching and photogrammetric bundle adjustment</div><div>2. a node to solve for general 3D mesh or topography grid from intersection of matching rays</div><div>3. a node to solve for closest humanoid (see <a href="http://www.makehumancommunity.org/">http://www.makehumancommunity.org/</a> ) assuming there's a real human in the pictures</div><div>4. a node to track a real human in real time from multiple camera views and video streams from each, and send to HAnimMotion node to animate </div><div>a) solving for pose by correlating makehumanoid and human in images</div><div>b) tracking known targets</div><div>c) trained AI</div><div><br></div><div><br></div></div></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jan 27, 2020 at 4:19 PM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Andreas Plesch <<a href="mailto:andreasplesch@gmail.com" target="_blank">andreasplesch@gmail.com</a>> wrote:<br>
><br>
> x3dom has an extra explorationMode field which restricts mouse function in examine/turntable mode.<br>
> zoom, pan, rotate values restrict to only these.<br>
> -zoom, -pan, -rotate disable these.<br>
> The field tends to be quite useful.<br>
><br>
> I think x-ite implemented Projective Texture Mapping.<br>
<br>
Good news we have an implementation of PTM.<br>
<br>
I had some questions about how the Projective Texture Mapping in X3D<br>
v4 applies the texture -- what happens if the shape already has a<br>
ImageTexture, what happens if shape already has MultiTexture etc. I<br>
listed them on "TODO: Address how the projective texturing in spec<br>
affects existing textures" in<br>
<a href="https://github.com/michaliskambi/x3d-tests/wiki/Clarify-%22Projective-texturing%22-component#todo-address-how-the-projective-texturing-in-spec-affects-existing-textures" rel="noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/wiki/Clarify-%22Projective-texturing%22-component#todo-address-how-the-projective-texturing-in-spec-affects-existing-textures</a><br>
. I'll test how X_ITE answered these questions.<br>
<br>
Regards,<br>
Michalis<br>
<br>
><br>
> ---on the phone---<br>
><br>
> On Mon, Jan 27, 2020, 3:00 PM <<a href="mailto:x3d-public-request@web3d.org" target="_blank">x3d-public-request@web3d.org</a>> wrote:<br>
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>> Today's Topics:<br>
>><br>
>> 1. Re: x3d v4 proposed changes > 2 opensource criteria > any<br>
>> that are short (GPU Group)<br>
>><br>
>><br>
>> ----------------------------------------------------------------------<br>
>><br>
>> Message: 1<br>
>> Date: Mon, 27 Jan 2020 12:18:39 -0700<br>
>> From: GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>><br>
>> To: X3D Graphics public mailing list <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>><br>
>> Subject: Re: [x3d-public] x3d v4 proposed changes > 2 opensource<br>
>> criteria > any that are short<br>
>> Message-ID:<br>
>> <<a href="mailto:CAM2ogRfqXoH1duy9iGvX9BEmLFCpiLbYYO_HwMuR7HbYXkRvmg@mail.gmail.com" target="_blank">CAM2ogRfqXoH1duy9iGvX9BEmLFCpiLbYYO_HwMuR7HbYXkRvmg@mail.gmail.com</a>><br>
>> Content-Type: text/plain; charset="utf-8"<br>
>><br>
>> INVENTORY<br>
>> FREEWRL<br>
>> * X3Dv4 Implementations<br>
>> <a href="https://www.web3d.org/x3dv4-implementations" rel="noreferrer" target="_blank">https://www.web3d.org/x3dv4-implementations</a><br>
>> 1) 43 Projective Texture Mapping<br>
>> x freewrl does not implement, document is mistaken<br>
>> 2) 23.4.4 NavigationInfo > TURNTABLE<br>
>> * freewrl implemented<br>
>> (other freewrl navmodes and related not in v3.3:<br>
>> DIST - explicit control over distance to pivot point for examine, turntable<br>
>> - touchpads don't need RMB<br>
>> SHIFT - turns off sensors<br>
>> HOVER - isOver mode (useful for touch pad - allows triggering of isOver<br>
>> only)<br>
>> PEDAL - can drag 'floating cursor' in steps<br>
>> SPHERICAL - like FLY: YAWPITCH except rotations constrained to viewpoint<br>
>> local axes)<br>
>> subsets of FLY: YAWZ, XY, YAWPTICH,ROLL)<br>
>> 3) GeoSpatial > GeoOrigin - freewrl still allows in v3.3, never deprecated<br>
>> in freewrl<br>
>> 4) The rest freewrl has not implemented<br>
>> /FREEWRL<br>
>> Does this table miss anything?<br>
>> /INVENTORY<br>
>> -Doug Sanden<br>
>> PS who's doing projective texture mapping? Should start with that?<br>
>><br>
>><br>
>> On Mon, Jan 27, 2020 at 11:59 AM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank">gpugroup@gmail.com</a>> wrote:<br>
>><br>
>> > INVENTORY<br>
>> > FREEWRL<br>
>> > * X3Dv4 Implementations<br>
>> > <a href="https://www.web3d.org/x3dv4-implementations" rel="noreferrer" target="_blank">https://www.web3d.org/x3dv4-implementations</a><br>
>> > 1) 43 Projective Texture Mapping<br>
>> > x freewrl does not implement, document is mistaken<br>
>> > 2) 23.4.4 NavigationInfo > TURNTABLE<br>
>> > * freewrl implemented<br>
>> > (other freewrl navmodes and related not in v3.3:<br>
>> > DIST - explicit control over distance to pivot point for examine,<br>
>> > turntable - touchpads don't need RMB<br>
>> > SHIFT - turns off sensors<br>
>> > HOVER - isOver mode (useful for touch pad - allows triggering of isOver<br>
>> > only)<br>
>> > PEDAL - can drag 'floating cursor' in steps<br>
>> > SPHERICAL - like FLY: YAWPITCH except rotations constrained to viewpoint<br>
>> > local axes)<br>
>> > subsets of FLY: YAWZ, XY, YAWPTICH,ROLL)<br>
>> > 3) GeoSpatial > GeoOrigin - freewrl still allows in v3.3, never deprecated<br>
>> > in freewrl<br>
>> > 4) The rest freewrl has not implemented<br>
>> > /FREEWRL<br>
>> > Does this table miss anything?<br>
>> > /INVENTORY<br>
>> ><br>
>> ><br>
>> > On Mon, Jan 27, 2020 at 11:14 AM Don Brutzman <<a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a>> wrote:<br>
>> ><br>
>> >> Thanks for writing Doug.<br>
>> >><br>
>> >> On 1/27/2020 6:01 AM, GPU Group wrote:<br>
>> >> > A rule of <a href="http://web3d.org" rel="noreferrer" target="_blank">web3d.org</a> <<a href="http://web3d.org" rel="noreferrer" target="_blank">http://web3d.org</a>> is that changes to the spec<br>
>> >> need a least 2 opensource implementations.<br>
>> >><br>
>> >> * Web3D Standards Adoption Process<br>
>> >> <a href="https://www.web3d.org/standards/adoption-process" rel="noreferrer" target="_blank">https://www.web3d.org/standards/adoption-process</a><br>
>> >><br>
>> >> 5.c. "Identify at least two independent and interoperable implementations<br>
>> >> (at least one should be open source)"<br>
>> >><br>
>> >> > Q. are there any proposed changes that do not yet have 2 opensource<br>
>> >> implementations?<br>
>> >><br>
>> >> Yes, plenty. We have not taken a recent inventory of features yet, but<br>
>> >> will be tracking that at<br>
>> >><br>
>> >> * X3Dv4 Implementations<br>
>> >> <a href="https://www.web3d.org/x3dv4-implementations" rel="noreferrer" target="_blank">https://www.web3d.org/x3dv4-implementations</a><br>
>> >><br>
>> >> Our prominent open-source implementations for X3Dv3.3 include FreeWrl,<br>
>> >> X_ITE, X3DOM, Castle Game Engine. Soon Xj3D will be back on the table as<br>
>> >> well. There are also non-rendering X3Dv4 implementations for Java,<br>
>> >> JavaScript, Python, conversions and validation. Not sure about Titania but<br>
>> >> presumably yes. X3D-Editv4 is on the horizon. Interestingly everything on<br>
>> >> this list is open source.<br>
>> >><br>
>> >> Hoping that FreeWrl developers are keen to keep their record-setting X3D<br>
>> >> support accomplishments continuing! 8)<br>
>> >><br>
>> >> All feedback welcome, appreciate your many efforts.<br>
>> >><br>
>> >> > Thanks,<br>
>> >> > Doug Sanden<br>
>> >> > -freewrl<br>
>> >><br>
>> >> all the best, Don<br>
>> >> --<br>
>> >> Don Brutzman Naval Postgraduate School, Code USW/Br<br>
>> >> <a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a><br>
>> >> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA<br>
>> >> +1.831.656.2149<br>
>> >> X3D graphics, virtual worlds, navy robotics<br>
>> >> <a href="http://faculty.nps.edu/brutzman" rel="noreferrer" target="_blank">http://faculty.nps.edu/brutzman</a><br>
>> >><br>
>> ><br>
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