If you follow my work (aka my anual blog update ūüėČ ) you know I’m a great enthusiastic of anything slightly resembling sci-fi, geek, gadget things. And sometimes I’m lucky enough to team up with amazing people¬†in order to put those toys to some good use.

In this video I¬†showcase the¬†Planovision¬†system¬†–¬†a ‘3D Table’ compound of a¬†head-tracking device, a 3D projector, and 3D glasses.¬†I’m currently working towards integrating the Planovision with an authoring tool in order to build real demos, and help the project to kick-off.

After the initial integration with Blender¬†via¬†the Blender Game Engine (after all we don’t want just to see the 3d models, but to interact with them), today I got¬†the system to work with BlenderVR to help the integration with different inputs (head-tracker, 3d mouse, leap motion, …). I’m helping the development of BlenderVR since last October, and we only¬†recently released its¬†1.0 version. BlenderVR is a well behaved guinea pig I must say.

The Planovision has being developed under the guidance of professor Luiz Velho, director or Visgraf/IMPA in Rio de Janeiro, Brazil.

BlenderVR is an virtual-reality open source framework built on top of the Blender Game Engine. BlenderVR was created and is developed by LIMSI/CNRI in Orsay, France and is aimed at Oculus, CAVE, Video Walls among other VR display types.

Links:

If you want to learn more about the Blender Game Engine, don’t forget to check the book¬†Game Development with¬†Blender, written by Mike Pan and yours truly.

I guess this is one of those times when the line between work and play gets really blurry. I hope it keeps this way for a long time ūüėČ

2 Thoughts on “Planovision and BlenderVR

  1. I had plans to do “planovision” back in 2012 with a razer hydra for head tracking, but couldn’t without the 2.76 bge perspective camera shift tech. my only difference would be projecting from beneath, so I could more easily interact with the scene.

    • dfelinto on September 25, 2015 at 10:12 pm said:

      Interesting. I can tell you that the overall effect is really impressive.

      As for the Blender features: I actually implemented something else in the BGE that allowed for the planovision system, which is the Pre-Drawing setup callback.

      So even with Blender 2.75 this was possible already.

      I implemented the camera shift support in Blender 2.76 for something else in fact. We are using the BGE for a video mapping project, and we needed it for calibration of the projector offset (otherwise we would need to create a more complex calibration system, defining the matrices manually, which we didn’t want to).

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