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        Viswalls Usage Guide
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1.  off the projectors   Log out    Do NOT for any reason      Modify any projector settings     Unplug any cables from the Viswall computer or projectors     Turn off the computer  it can be and often will be used remotely     Walk behind the screens  This is a sensitive area and you can easily cause thousands of dollars  of damage if you are not careful     Leave the projectors on if you are not using them  They have a limited lifespan  and replacing  bulbs is not in the budget in the foreseeable future     Leave fingerprints on the lenses of the glasses  Handle them by the frames only     Turning on the projectors  Log into the VisWall system first     Take the remote control from the desk where the console is  stand in the middle of the two viswall  screens  point the remote at a particular wall  and press the power button  You should hear one to two  beeps indicating that the projectors have been turned on  Return the remote to the desk where you got  it after this has happened     It will take around a minute for an image to show up on the walls  so be patient     Turning off the projectors   BEFORE logging out  take the remote from the desk  stand in the middle of the two walls  point the  remote at one of the two walls and press the power button  You should see a message asking for  confirmation to power down  Press the power button again and the projectors will turn off  Repeat for  the wall you did not point at     If you log out before you turn of the projectors you m
2.  three will speed it up  Pressing buttons one and two together will reset the  navigation location to the initial location     Custom application creation   The only supported software for the VisWall system at this time is DIVERSE  You will need to use the  correct DSOs to get the proper configuration and usage of this  If you aren t using the provided DSOs  and the system doesn t work for you  you will have to fix it yourself  Only the installed configuration is  supported     Installed software information    The current software installed on the system is    Open Scene Graph 1 2     In  usr local   Latest version of OpenGL supported by the NVIDIA drivers  DGL   In  usr local diverse dgl   DTK   In  usr local diverse dtk    Developing your own applications   When developing your own application there is one major decision that needs to be made with regards  to DIVERSE development  Is this going to be a stand alone application  or is this going to be a DSO  that can work with any DIVERSE application     This document and the user manual for DGL  Use oowriter to view it  are located in   ustr local demos docs  The user manual for DGL contains extensive information about how to code  applications using DGL     Creating applications and DSO s   Example code is the easiest way to start developing on the system  The easiest path of development is  pure OpenGL or Open Scene Graph  It is very simple to integrate these display components with  DIVERSE  With OpenGL  all that is nece
3. Viswall Usage Guide    by  Andrew A  Ray    This guide is meant to detail the operation of the VisWall system in all aspects  It will cover how to  actually turn on and operate the system  to how to run demos on the system  and finally how to develop  applications on the system  Please read the entire guide before using the system for the first time     To obtain an account for usage on th system  please obtain permission from Dr  Bowman  Once this  has been obtained  send your PID and full name to anray2   vt   edu or rymcmaha   vt   edu and they  will create an account for you  This login will only work on the viswall system  In order to use the  HMD system contact shpatric   vt   edu for a login to that system  To use the gigapixel displays   visblocks or the big lcd panel  contact Dr  Quek     Outline     1  ae usage of the Viswalls  Quick Checklist  Turning on the projectors  Turning off the projectors  Window manager recommendation  Gamepad operation    2  Software  1  Running demos  Demo usage  Using the gamepad to control the system  2  Custom application creation  Creating Applications  Building Applications  Running Applications  Using the gamepad in your application    Physical Usage of the Viswall system    Quick Checklist for Usage   Rule of the thumb     Leave it in the same state you found it in   Make sure someone else hasn t reserved the system before you use it   Log in   Turn on the projectors   Turn on the gamepad   Use system   Turn off the gamepad   Turn
4. ay not be able to guarantee the projectors have  been turned off     Window manager recommendation   Before logging into the Viswall system choose session types at the bottom left of the screen and select  Fluxbox for your session  This will prevent menu bars at the top and bottom of the two viswalls from  appearing     You are welcome to figure out how to custom configure Gnome to hide the bars from displays  0 1 and   0 2  and are encouraged to send the information on how to do this to Dr  Bowman for inclusion to this  document     Gamepad operation   The gamepad needs to be turned on before it can be used to control applications on the Viswall system   To turn on the gamepad  hold it with the buttons and joysticks facing the floor  Press the switch from  the left most position to the right most position  To turn off the gamepad  hold it so that the buttons and  joysticks are facing the floor and move the switch all the way from the right to the left     If you leave the gamepad unused for a period of time  it may turn itself off  To turn it back on  turn the  gamepad off  Wait 5 seconds  then turn the gamepad back on     Software usage on the Viswall System  This section is broken down into two different parts  One is how to use pre existing demos on the  system  and the other part is how to develop applications on the system     Demo operation   When using flux box simply right click and click xterm to start a terminal application  Once this is  done  then you can type on
5. e of the three following commands  and hit enter afterwards  to start one of  the demos for the system     demo Cluny     A model fly through of the Cluny cathedral  demo StMaria     A model fly through of the Santa Maria Church  demo curia     A model fly through of one room in a cathedral    Gamepad usage  To control the visualization you are seeing on the Viswall system you must use the wireless gamepad   It is designed to allow for full control of 3D scenes with a 2D display device     First  stand in the middle of the Viswall system and orient yourself towards to looking at the area where  the two viswalls intersect  This is the origin of the navigation  and is where all of the controls listed  below are relative to     There are four main control areas to pay attention to on the gamepad  They are the upper left joy pad    the bottom left control stick  the bottom right control stick  and the upper right set of buttons labeled  1 2 3 4     The upper left joypad will make the visualization operate like a globe  It will turn left  right  up  and  down with the respective presses of the gamepad device     The lower left control stick will allow for moving straight into the visualization  moving away from the  visualization  strafing left  and strafing right     The lower right control stick will make you fly straight up or down in the visualization     The upper right set of buttons provides three major operations  Pressing one will slow down the  navigation speed  pressing
6. r   dtk server visPad amp    export DGL_DSO_FILES visWallGroup testDSO    applicationName    Note  testDSO and applicationName have to exist in the same directory      Summary    To use the Viswall system with your application   export DGL_DSO_FILES visWallGroup    yourApp    To start the gamepad tracker for your application   dtk shutdownServer  dtk server visPad amp     Using the gamepad in your program   The gamepad writes to shared memory just like the wand does     The gamepad memory segment   tmp gamepad  is the size of 4 floats  and contains the x y position of  the bottom two control sticks  Array index 0 1 are for the left stick  and 2 3 are for the right stick     The button memory segment is the size of a character and contains information about the four buttons  on the gamepad  The other four buttons on the top of the gamepad aren t supported     The hat memory segment is the size of two characters and contains the information about the upper left  gamepad  It contains  1  0  1 for  leftjup   neutral   right down   The first character is left right  the  second is up down  Use charBuffer 0     1  1 0 in your code     
7. ssary is to call OpenGL in a specified callback  With Open  Scene Graph  all that is necessary is the addition of your top most node to DOSG  getWorld      gt addChild yourNodeHere      An functioning example application  along with a Makefile is located in   usr local demos codeExamples testApp    An functioning example DSO  along with a Makefile is located in   usr local demos codeExamples testDSO    Building applications  To build an application the dgl config program is the recommended method  This program can be  called with different arguments and prints out information required to build the application     List of commands that can be used with dgl config     dgl config   compiler   Gives the compiler to use   dgl config   cflags   Gives the flags necessary to compile   dgl config   include   Gives the the include directories necessary for DGL compilation  dgl config   libs   Gives the flags to the compiler necessary for linking DGL applications    dgl config   osg include   Gives the compiler includee flags on how to incorporate Open Scene Graph  into the application   dgl config   osg libs   Gives flags to the compiler necessary for linking Open Scene Graph into  the application    Running applications   To use an application that uses this as a foundation on the Viswall system do the following   dtk shutdownServer   dtk server visPad amp    export DGL_DSO_FILES visWallGroup    applicationName    To use a DSO on the Viswall system do the following   dtk shutdownServe
    
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