Sweethome3D - Java3D - OculusVR

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Sweethome3D - Java3D - OculusVR

Webrow
Good day to all,

Currently I'm busy with my bachelor thesis in computer science.
My research question will be how Virtual reality can help with rapid prototyping of buildings.

For this project I've decided to use Sweethome3D ( opensource java package very sims-like )
Now currently the windows build is based off Java3D 1.5.2 and as far as I know there aren't any Oculus bindings into the SDK for that.

Now I've notices that JOGL has support for the DK2, and I'd like to re-build Sweethome3D with JOGL.

Now it seems this is a question for the Sweethome3D but I am more intrested in how this works, and if somebody could give me a pointer in what the structure is in these java packages. (During my study I've programmed mainly in C and Python, so I am comfortable with rebuilding packages from source etc )

I hope some of you can shine a light for me. A short answer will suffice, don't want to take to much of your time !
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Re: Sweethome3D - Java3D - OculusVR

Webrow
So far as this project is going I've done the following.

1. Sweethome3d Source working in Eclipse as is.
2. Included Jogamps JAR's and DLL's into the project and added them to the build path of the project.
3. Sweethome3d Still runs after running

Step 2 into 3 rose a couple of errors for me.
Can't find gluegen-rt.dll ( while it was in the lib/windows/x64 folder.
solution: Adding buildpath - Added -Djava.library.path=lib/windows/x64 to the run configuration
Can't find openGl
solution: forgot to add the DLL's to the build path.

So far so good I assume. Is there any way to test that I am actually using JOGL now?

Greetings.
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Re: Sweethome3D - Java3D - OculusVR

Webrow
I also notice you have releases quite often, is it difficult for me to keep up? ( for instance, I now used the JOGL 2.2.4 and see that Oculus is being updated in 2.3.1). Or is it a matter of swapping files out  and in of my project?
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Re: Sweethome3D - Java3D - OculusVR

elect
In reply to this post by Webrow
Webrow wrote
Good day to all,

Currently I'm busy with my bachelor thesis in computer science.
My research question will be how Virtual reality can help with rapid prototyping of buildings.

For this project I've decided to use Sweethome3D ( opensource java package very sims-like )
Now currently the windows build is based off Java3D 1.5.2 and as far as I know there aren't any Oculus bindings into the SDK for that.

Now I've notices that JOGL has support for the DK2, and I'd like to re-build Sweethome3D with JOGL.

Now it seems this is a question for the Sweethome3D but I am more intrested in how this works, and if somebody could give me a pointer in what the structure is in these java packages. (During my study I've programmed mainly in C and Python, so I am comfortable with rebuilding packages from source etc )

I hope some of you can shine a light for me. A short answer will suffice, don't want to take to much of your time !
The DK2 is like a normal monitor, you just choose it, set the fullscreen and then you render
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Re: Sweethome3D - Java3D - OculusVR

Webrow
Thanks for the reply.

That I noticed, tho when looking at the repo I saw support was being added ( for the sensoric information, thus being able to look around.)
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Re: Sweethome3D - Java3D - OculusVR

Sven Gothel
Administrator
On 04/17/2015 09:54 PM, Webrow [via jogamp] wrote:
> Thanks for the reply.
>
> That I noticed, tho when looking at the repo I saw support was being added (
> for the sensoric information, thus being able to look around.)
>

Physically the virtual 3D headsets are:
  + a monitor
  + sensors

Semantically we have to treat them (programming) as:
  Output:
    - stereoscopic device (2 views)
  Sensors:
    - input device (or)
    - matrix manipulator

The latter is all taken care of in our stereo framework:
  - jogamp.opengl.util.stereo
see
  'com.jogamp.opengl.test.junit.jogl.stereo.StereoDemo01'

See also Siggraph 2014 BOF <http://jogamp.org/doc/siggraph2014/>:
  <https://www.youtube.com/watch?feature=player_detailpage&v=BbbiUyeE0VU#t=2255>
  <https://www.youtube.com/watch?feature=player_detailpage&v=BbbiUyeE0VU#t=2837>

~Sven



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Re: Sweethome3D - Java3D - OculusVR

Sven Gothel
Administrator
In reply to this post by Webrow
On 04/18/2015 08:53 AM, Sven Gothel wrote:

> Semantically we have to treat them (programming) as:
>   Output:
>     - stereoscopic device (2 views)
>   Sensors:
>     - input device (or)
>     - matrix manipulator
>
> The latter is all taken care of in our stereo framework:
>   - jogamp.opengl.util.stereo
> see
>   'com.jogamp.opengl.test.junit.jogl.stereo.StereoDemo01'
API:
<http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/util/stereo/StereoDeviceRenderer.html>

>
> See also Siggraph 2014 BOF <http://jogamp.org/doc/siggraph2014/>:
>   <https://www.youtube.com/watch?feature=player_detailpage&v=BbbiUyeE0VU#t=2255>
>   <https://www.youtube.com/watch?feature=player_detailpage&v=BbbiUyeE0VU#t=2837>
>
> ~Sven


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Re: Sweethome3D - Java3D - OculusVR

Webrow
Sven thabks for the reply, loved the SIGGRAPH presentation, was familliar with it.

You state that the latter ( referring to sensoric information and matrix manipulator) was implemented ( saw the source ).

In the video I also see a stereoscopic view ( with two diffrent origins ) Or did you meen with latter Also the stereoscopic views.
[EDIT]not diffrent viewpoints ( noticed later in the presenation ) negate my pref question please )[/edit]

Love your work,

Greetings.
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Re: Sweethome3D - Java3D - OculusVR

Xerxes Rånby
Heads up for a roadblock that may impede your work to get hardware 3D Stereoscopy working with Java3D.

There is a big regression in Java AWT itself to support Java3D hardware 3D Stereoscopy.
The regression started in Java 7 and still present in the Java 9 developement branch to support stereo surfaces used by Java3D:
I have personally raise the issue but there is no fix available:
http://mail.openjdk.java.net/pipermail/awt-dev/2014-March/007173.html
https://bugs.openjdk.java.net/browse/JDK-8036875

Cheers
Xerxes

2015-04-18 10:21 GMT+02:00 Webrow [via jogamp] <[hidden email]>:
Sven thabks for the reply, loved the SIGGRAPH presentation, was familliar with it.

You state that the latter ( referring to sensoric information and matrix manipulator) was implemented ( saw the source ).

In the video I also see a stereoscopic view ( with two diffrent origins ) Or did you meen with latter Also the stereoscopic views.

Love your work,

Greetings.


If you reply to this email, your message will be added to the discussion below:
http://forum.jogamp.org/Sweethome3D-Java3D-OculusVR-tp4034311p4034318.html
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NAML

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Re: Sweethome3D - Java3D - OculusVR

Webrow

Xerxea, thank you for your reply.
I don't understand the issue u rose yet since I am not comfortable with the whole implementation of JOGL yet.
Upcoming wednesday I am continues with my thesis, till that time im absorbing all theory useable ;D

Op 18 apr. 2015 21:54 schreef "Xerxes Rånby [via jogamp]" <[hidden email]>:
Heads up for a roadblock that may impede your work to get hardware 3D Stereoscopy working with Java3D.

There is a big regression in Java AWT itself to support Java3D hardware 3D Stereoscopy.
The regression started in Java 7 and still present in the Java 9 developement branch to support stereo surfaces used by Java3D:
I have personally raise the issue but there is no fix available:
http://mail.openjdk.java.net/pipermail/awt-dev/2014-March/007173.html
https://bugs.openjdk.java.net/browse/JDK-8036875

Cheers
Xerxes

2015-04-18 10:21 GMT+02:00 Webrow [via jogamp] <[hidden email]>:
Sven thabks for the reply, loved the SIGGRAPH presentation, was familliar with it.

You state that the latter ( referring to sensoric information and matrix manipulator) was implemented ( saw the source ).

In the video I also see a stereoscopic view ( with two diffrent origins ) Or did you meen with latter Also the stereoscopic views.

Love your work,

Greetings.


If you reply to this email, your message will be added to the discussion below:
http://forum.jogamp.org/Sweethome3D-Java3D-OculusVR-tp4034311p4034318.html
To start a new topic under jogl, email [hidden email]
To unsubscribe from jogamp, click here.
NAML




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Re: Sweethome3D - Java3D - OculusVR

Sven Gothel
Administrator
In reply to this post by Xerxes Rånby
On 04/18/2015 09:54 PM, Xerxes Rånby [via jogamp] wrote:
> Heads up for a roadblock that may impede your work to get hardware 3D
> Stereoscopy working with Java3D.
>
> There is a big regression in Java AWT itself
to support Java3D hardware 3D
> Stereoscopy.
I guess this is not related to the mentioned JOGL
stereoscopic implementation, which is orthogonal to AWT (of course :).

Maybe related to Java3D? Dunno ..

~Sven


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Re: Sweethome3D - Java3D - OculusVR

Xerxes Rånby
It is related to Java3D
the testcode in
http://forum.jogamp.org/Java3D-stereo-td4029914.html
exposes the issue that enabeling stereo views in Java3D do not work because AWT changes it back to a 2D view.

babor did manage to hack a workaround the issue by listening to AWT hierarchy changes and force awt to use the stereo graphics configuration using setGraphicsConfiguration
http://forum.jogamp.org/Java3D-stereo-tp4029914p4031792.html

2015-04-19 0:18 GMT+02:00 Sven Gothel [via jogamp] <[hidden email]>:
On 04/18/2015 09:54 PM, Xerxes Rånby [via jogamp] wrote:
> Heads up for a roadblock that may impede your work to get hardware 3D
> Stereoscopy working with Java3D.
>
> There is a big regression in Java AWT itself
to support Java3D hardware 3D
> Stereoscopy.
I guess this is not related to the mentioned JOGL
stereoscopic implementation, which is orthogonal to AWT (of course :).

Maybe related to Java3D? Dunno ..

~Sven


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Re: Sweethome3D - Java3D - OculusVR

gouessej
Administrator
I confirm that Java3D is affected as it can't work without AWT... which won't change anytime soon as it is only in maintenance mode (i.e no new feature).
Julien Gouesse | Personal blog | Website