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Mische

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21

Samstag, 11. Februar 2023, 22:54

Zitat


Hi Tuur! Did you do this by hand? *g*


No.. haha..
That is the Blender 'stock' monkey.
Find it under add.
DerMische Michael Eva made a little tool together with me to export coords in right syntax.
Not sure if it is fully finished yet and what the exact plan is.
This was made 2weeks ago i think with an older version of that tool.
I'll ask tomorrow.


Tuur *thumbsup*

Hi Tuur,
I like your example https://www.virtualtuur.com/krpano/121/b…mples/3dpoly/4/

I wonder how do find the right coordination in the 3d space for drawing the letters.
Very nice !

Marty

Ohh, you said that this coordinates are from a tool from a blender. Ok ( i must read conversation twice :-) )


The addon is finished!
Take a look here.
You can get it on Gumroad now (and pay what you want).

22

Sonntag, 12. Februar 2023, 01:55

Yes, it works! But i really have to hold my hands very calm :)

Wow, just wow! Real 6dof, walkable panos with collision detection.
Beautiful. I think a new era will begin soon in real estate presentation! :)
Thank you Klaus!

One thing: despite i setup my Q2 guardian very precisely, floor level, etc.
in this pano the floor feels like it's above my feet around 20-30cm.
If i crouch and like to touch the floor i feel the same. It's not match the real floor height.
Is this adjustable in this pano or it's a general fault between krpano and quest guardian?

Oh, and why webvr isn't enabled by default? Does it harm something? Or why users disable?
It need only a button on navigation panel, right?
If it is a virtual model room of real estate, there are many furniture in it. It is unreasonable to use models and textures. How to achieve 6 dof?

23

Sonntag, 12. Februar 2023, 14:16

Thank you Mr. Mische

;-)

24

Mittwoch, 22. Februar 2023, 10:51

Hi,

One thing: despite i setup my Q2 guardian very precisely, floor level, etc.
in this pano the floor feels like it's above my feet around 20-30cm.
If i crouch and like to touch the floor i feel the same. It's not match the real floor height.
Is this adjustable in this pano or it's a general fault between krpano and quest guardian?

That's intentional - the vr-viewing always starts at the a pano-center.
The typical usage is a pano-image projected on the 3d-geometry (or using a depthmap). In this case the VR view mainly offers a real 3D depth perception of the pano and allows a bit head-movement.

Using there the real physical height in this case, could move the view completely offset from the pano-center and then the pano could look weird and unexpected of course.

For 'walking around' a textured 3D-model is almost a prerequisite. In such a freely chosen view and using the real world heights/level would be indeed possible and very nice.

Therefore - for the next release I have added a new webvr setting to allow using the physical height - and - also adopted
the depthmap_navigation.xml accordingly to combine that with the hit/collision-checking. Then the real-height and the virtual-height will match.

Additionally that new floor-hit-testing also automatically also allows walking stairs and elevations up/down (works nicely) - and for fun I've implemented also optional and simple jumping (like in FPS games).

There will be soon a new build with a demo for this.

Best regards,
Klaus

Tuur

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kme

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26

Mittwoch, 22. Februar 2023, 11:58

Additionally that new floor-hit-testing also automatically also allows walking stairs and elevations up/down (works nicely) - and for fun I've implemented also optional and simple jumping (like in FPS games).

There will be soon a new build with a demo for this.


Can't wait to try it all out!!

Tuur

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28

Montag, 27. Februar 2023, 08:13

cool
3dpoly monkey and krpano text is very slow, stuttering on my quest2, why?
not a hard scene

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29

Montag, 27. Februar 2023, 08:56

cool
3dpoly monkey and krpano text is very slow, stuttering on my quest2, why?
not a hard scene
Apparently too many polygons in the field of view at once

Hello from uhta3d )))
I'm in telegram: Lastromantik

30

Montag, 27. Februar 2023, 09:32

Too many? i see only a few characters, and a very simple monkey mesh. or?
Quest2 can do way more. Ok, not in the browser, but the Figmin XR app for example
show my high poly texturized model in full glory at 90Hz with passthrough in background, etc.
Just wondering why a such simple scene stutter on the device.

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31

Montag, 27. Februar 2023, 09:35

The question is how the krpano kernel implements the rendering, maybe the optimization of the process is not perfect yet. And the problem is not oculus quest 2 defined.

Hello from uhta3d )))
I'm in telegram: Lastromantik

Tuur

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32

Montag, 27. Februar 2023, 09:50

Hi,

I think the quest 2 is just not so powerful in the browser. I have seem similar issues before..
i think it is a processor thing. Although the Panimator example, which is also quite heavy works great and smooth.
On my other, non vr, devices all is fine. Perhaps these 3dpoly's are too demanding.. but why i don't know.
It was just a stupid brain fart idea to have some fun with them..
So.. we learned something again.
Perhaps Klaus can shine some light on this?

The monkey , Suzanne' is 500 polys btw..

Tuur *thumbsup*

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Tuur« (27. Februar 2023, 10:00)


33

Montag, 27. Februar 2023, 10:34

Hi,

the polygon-hotspots are not intended or designed for rendering 3d-models - especially not when each face/polygon is an extra hotspot - that's technically quiet inefficient ;-)

Each polygon-hotspot needs one 'drawcall' for rendering and some devices/gpus are very 'drawcall'-limited. I don't know the quest2 specs yet, but e.g. the quest1 specs says only 50-100 drawcalls per frame (that's very little).

(Some time ago I had optimized the krpano multires-rendering especially because of the quest1 to reduce the number of drawcalls by batching them and make complex usage of 'instanced-rendering' to overcome that drawcall-limitations and to improve the performance).

Technically it would be possible to render such 3d-models as single drawcall of course, but that would require a dedicated API (and not the usage of polygonal hotspots). There will be support for rendering 3D-models in one the next releases, then such models could be rendered way more efficiently.

Best regards,
Klaus

Tuur

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34

Montag, 27. Februar 2023, 10:47

Thanks for clearing that up Klaus!

Zitat

There will be support for rendering 3D-models in one the next releases, then such models could be rendered way more efficiently.


yeahhh! *love*

Tuur

35

Mittwoch, 15. März 2023, 16:52


in this pano the floor feels like it's above my feet around 20-30cm.
If i crouch and like to touch the floor i feel the same. It's not match the real floor height.

That's intentional - the vr-viewing always starts at the a pano-center.
The typical usage is a pano-image projected on the 3d-geometry (or using a depthmap). In this case the VR view mainly offers a real 3D depth perception of the pano and allows a bit head-movement.

Using there the real physical height in this case, could move the view completely offset from the pano-center and then the pano could look weird and unexpected of course.

For 'walking around' a textured 3D-model is almost a prerequisite. In such a freely chosen view and using the real world heights/level would be indeed possible and very nice.

Therefore - for the next release I have added a new webvr setting to allow using the physical height - and - also adopted
the depthmap_navigation.xml accordingly to combine that with the hit/collision-checking. Then the real-height and the virtual-height will match.

Additionally that new floor-hit-testing also automatically also allows walking stairs and elevations up/down (works nicely) - and for fun I've implemented also optional and simple jumping (like in FPS games).

There will be soon a new build with a demo for this.


Here the new version now:
krpano 1.21 (pre-release)

It supports collision detection also with the floor/ground and can use the real physical in VR.

Best regards,
Klaus

Tuur

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36

Mittwoch, 15. März 2023, 21:40

Hi,

wow such a great new fresh update today.. whiewww.
and .. ohh yes.. the flying works again *love*

All examples are updated.
https://krpano.com/forum/wbb/index.php?p…89182#post89182

I added a (very) bare bone Vr cockpit to the list. (1st post)
https://www.virtualtuur.com/krpano/121/b…es/vrcockpit/1/

I made this example in okt 2021..
Now it works also with 121.. *thumbup*
Gonna have some play with it *g*


Tuur *thumbsup*

kme

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37

Mittwoch, 15. März 2023, 21:43

Oh no, I don't have heaSdset *angry* *angry* *g* *g* *tongue* *tongue*


Tuur

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39

Donnerstag, 16. März 2023, 13:27

I added a (very) bare bone Vr cockpit to the list. (1st post)
https://www.virtualtuur.com/krpano/121/b…es/vrcockpit/1/

The cockpit is awesome! *thumbsup*

Btw - maybe an idea for the empty slots:
- toggle between walking and flying and
- toggle collision on/off

Tuur

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40

Donnerstag, 16. März 2023, 13:41

Hi Klaus,

thanks!

yes! .. good idea..!
I have a list to be honest ;-)

btw.. you can also click the tx ty tz buttons to tween to 0 independently.
I might also make the 'year' button clickable to change to 3023 or so.. haha..
My self I love adding sounds.. it makes it so much more immersive... I should do that more often..

Tuur *thumbsup*