Projector-Camera Calibration - the "easy" way

First let me open by saying projector-camera calibration is NOT EASY. But it's technically not complicated too.

It is however, an amalgamation of optimizations that accrue and accumulate error with each step, so that the end product is not far from a random guess.
So 3D reconstructions I was able to get from my calibrated pro-cam were just a distorted mess of points.

Nevertheless, here come the deets.
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My first Thing on Thingiverse!

2017-02-17 09.18.33
Just wanted to share the first Thing I uploaded to Thingiverse (which is a huge open-source collection of 3D-printable or otherwise fabricateable objects).

It's a 1/4-20 (standard camera mount) holder for a smartphone using a rubber band.
I saw many designs that use screws to hold the phone in place, but I didn't have such screws and I had many loose rubber bands. Also a rubber band allows the phone to snap in and out more easily.

It's a very basic 3D design I did with FreeCAD, then made it on my FlashForge Creator Pro.

Enjoy
Roy

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WTH OpenGL 4? Rendering elements arrays with VAOs and VBOs in a QGLWidget

I spent an entire day getting OpenGL 4 to display data from a VAO with VBOs so I thought I'd share the results with you guys, save you some pain.

I'm using the excellent GL wrappers from Qt, and in particular QGLShaderProgram.
This is pretty straightforward, but the thing to remember is that OpenGL is looking for the vertices/other elements (color? tex coords?) to come from some bound GL buffer or from the host. So if your app is not working and nothing appears on screen, just make sure GL has a bound buffer and the shader locations match up and consistent (see the const int I have on the class here).

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Vertex array objects with shaders on OpenGL 2.1 & GLSL 1.2 [w/code]

rect3826Phew. Finally this is working!

I've been confined to OpenGL 2.1 and GLSL 1.2 on the Mac since the Qt OpenGL context will not pick up the core OpenGL profile (a big problem on it's own) and get an OpenGL 3.x and GLSL 1.5... So it's back to old school GL'ing, but anyway some things are working, albeit they have their quirks.
So for all of you battling the OpenGL 2.1 war, here's how I made VAOs work with a very simple shader.
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How I fell for QGLViewer for my Qt/OpenGL projects [w/ code]

While looking for a very simple way to start up an OpenGL visualizer for quick 3D hacks, I discovered an excellent library called libQGLViewer, and I want to quickly show how easy it is to setup a 3D environment with it. This library provides an easy to access and feature-rich QtWidget you can embed in your UIs or use stand-alone (this may sound like a marketing thing, but they are not paying me anything 🙂

This is based on the library's own examples at: http://www.libqglviewer.com/examples/index.html, and some of the examples that come with the library source itself.

Let's see how it's done
Continue reading "How I fell for QGLViewer for my Qt/OpenGL projects [w/ code]"

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