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===Post Alpha-Numeric Information=== <ul> <li> <font color="darkgreen"><b>b41c385Rot02.dae</b></font> (rotating frame): <br />First, we inserted just the "equal" sign and did ''not'' mix it in with the animated "MidPlane Frame." We were able to view this model inside the Oculus Rift S environment, as well as with the Mac's Preview app. </li> <li> <font color="darkgreen"><b>b41c385Rot05.dae</b></font> (rotating frame): <br />This appears to be the best way to handle the rotating frame when the inertial-frame spin of the ellipsoid is counter-clockwise — hence, the rotating "Frame" spin should be clockwise. <ol> <li>The "MidPlane" <animation> specification should be entirely in terms of positive angles; for example, <pre> <!-- This sets the spin rate of the "MidPlane" Frame of reference --> <source id="Frame_rotation_euler_Z-output"> <float_array id="Frame_rotation_euler_Z-output-array" count="31"> 3.0 63.0 123.0 183.0 ... 1683.0 1743.0 1803.0 </float_array> <technique_common> <accessor source="#Frame_rotation_euler_Z-output-array" count="31" stride="1"> <param name="ANGLE" type="float"/> </accessor> </technique_common> </source> </pre> </li> <li> The relevant <channel> specification should be target="Inertial/rotationZ.ANGLE". </li> <li> The overarching parent <node id="Inertial" …> should flip ''every'' child node that is part of the laboratory infrastructure by 180° about the X-axis, then begin the clockwise rotation by specifying the initial "rotationZ" = 3.0, to match the initial spin angle specified in the <animation>. In this example, we have … <div style="height: 400px; width: 100%; overflow: scroll;"> <pre> <node id="Inertial" name="instance_inertial"> <!-- Start Inertial Grouping of Objects --> <translate>0.0 0.0 0.0</translate> <rotate sid="rotationX">1.0 0.0 0.0 180.0</rotate> <rotate sid="rotationY">0.0 1.0 0.0 0.0</rotate> <rotate sid="rotationZ">0.0 0.0 1.0 3.0</rotate> <scale sid="scale">1.25 1.25 1.25</scale> <node id="Zup_Pointer" name="instance_zupPointer"> <translate>0.0 0.0 -5.0</translate> <rotate sid="rotationX">1 0 0 0.0</rotate> <rotate sid="rotationY">0 1 0 0.0</rotate> <rotate sid="rotationZ">0 0 1 0.0</rotate> <scale sid="scale">0.125 0.5 1.5</scale> <instance_node url="#ZupPointer" /> </node> <!-- instance: MidPlane Frame (MidPlane flips with rotationX = 180 for clockwise spin)--> <node id="MidPlane" name="instance_MidPlane"> <translate>0.0 0.0 0.0</translate> <rotate sid="rotationX">1.0 0.0 0.0 0.0</rotate> <rotate sid="rotationY">0.0 1.0 0.0 0.0</rotate> <rotate sid="rotationZ">0.0 0.0 1.0 0.0</rotate> <scale sid="scale">1.25 1.25 1.25</scale> <instance_node url="#EqPlane" /> </node> <!-- BEGIN LABELING HERE --> <node name="Labels"> <translate>7.5 -2.0 -5.0</translate> <rotate sid="rotationX">1 0 0 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationZ">0 0 1 180</rotate> <scale sid="scale">0.1 0.1 0.1</scale> <!-- Equals sign #1 --> <node name="Equals1"> <translate>0.0 15.0 1.0</translate> <rotate sid="rotationX">1 0 0 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationZ">0 0 1 0</rotate> <scale sid="scale">1.0 1.0 1.0</scale> <node id="IDd51" name="instance_51"> <matrix>0.25 0 0 0.0 0 1 0 0.0 0 0 1 2.4 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> <node id="IDd52" name="instance_52"> <matrix>0.25 0 0 0.0 0 1 0 1.1 0 0 1 2.4 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> <node id="IDd53" name="instance_53"> <matrix>0.25 0 0 0.0 0 1 0 2.2 0 0 1 2.4 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> <node id="IDd55" name="instance_55"> <matrix>0.25 0 0 0.0 0 1 0 0.0 0 0 1 4.2 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> <node id="IDd56" name="instance_56"> <matrix>0.25 0 0 0.0 0 1 0 1.1 0 0 1 4.2 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> <node id="IDd57" name="instance_57"> <matrix>0.25 0 0 0.0 0 1 0 2.2 0 0 1 4.2 0 0 0 1.0</matrix> <instance_node url="#LettersID3" /> </node> </node> </node> <!-- END LABELING HERE --> </node> <!-- End Inertial Grouping of Objects --> </pre> </div> </li> <li> Also, the "Zup_Pointer" <node> and the overarching "Labels" <node> should be ''translated'' by Z = -5.0, instead of the normal Z = +5.0 translation. </li> </ol> <font color="red">This appears to work in both visualization venues.</font> We appreciate, however, that we almost certainly will have to insert some additional translations when the rest of the LABELing is included because we suspect that the "Equals" sign is actually written backwards, given that only a translation in Z has been invoked thus far. </li> <li> <font color="darkgreen"><b>b41c385Rot08.dae</b></font> (rotating frame): <br />This model contains all of the alpha-numeric labeling that we previously constructed for this particular S-Type Riemann ellipsoid. As it turns out, all we needed to do additionally in order to rectify the orientation of the labels was to spin the whole signage by 180° about the X-axis. <pre> <!-- BEGIN LABELING HERE --> <node name="Labels"> <translate>7.5 -2.0 -5.0</translate> <rotate sid="rotationX">1 0 0 180.0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationZ">0 0 1 180</rotate> <scale sid="scale">0.1 0.1 0.1</scale> <!-- Equals sign #1 --> ... </pre> <font color="red">This model works in both visualization venues.</font> But inside the Oculus Rift S environment, there is a considerable amount of flickering associated with the configuration's animation; it appears as though the (admittedly crude) way we have assembled a group of cubes in order to "draw" each alpha-numeric character adds a heavy burden to the 3D rendering task. (My Mac Pro's Preview app does not complain about this extra rendering burden.) <table border="0" align="center" cellpadding="10"><tr><td align="center"> <table border="1" align="center" cellpadding="5"> <tr> <td align="center" colspan="2">Mac Preview of …</td> </tr> <tr> <td align="center"> b41c385Rot08.dae</td> <td align="center"> b41c385Clock01.dae</td> </tr> <tr> <td align="center" bgcolor="lightgrey">[[File:B41c385Rot08small.png|300px|Mac Preview of b41c385Rot08.dae]]</td> <td align="center" bgcolor="lightgrey">[[File:B41c385Clock01.png|300px|Mac Preview of B41c385Clock01.dae]]</td> </tr> </table> </td></tr></table> </li> <li> <font color="darkgreen"><b>b41c385Clock01.dae</b></font> (rotating frame): <br />We added all of the elements of a wall-clock that we had installed in our previous (prior to Oculus Rift S purchase) modeling of the b41c385 S-Type Riemann ellipsoid. As can be seen in the above image, the clock shows up ''below'' the equatorial plane, so we need to readjust its vertical location as we did with the alpha-numeric labeling. This can be altered easily. <br /> When viewed using the Mac's Preview app, the hands on the clock appear to be turning properly, and at the desired rates. However, when viewed in the Oculus Rift S environment, the hands on the clock are sticking out of the plane that defines the clock's face, and they are spinning about a weird axis. We need to sort this out and fix it. </li> </ul>
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