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.


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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