Cyclops Release #11
Written by Tom SF Haines   
Tuesday, 23 September 2008
Well, another 6 month gap, but a lot of new features. My focus right now is entirely on my PhD - nearly every new feature here has been added on its account. Ignoring bug fixes, of which there have been a fair few, the new features, that I can think of, are:
Last Updated ( Tuesday, 23 September 2008 )
Read more...
 
Release #10
Written by Tom SF Haines   
Saturday, 22 March 2008
Well, its been over six months since the last update. First there was the thing alluded to in the last post, then I broke my arm (Badly, like multiple fractures and a whole load of metal badly.) and now I'm in the last year of my PhD, which makes time something of a commodity. This weekend has proved free however and I thought I'd spend some of it polishing Cyclops just enough to do another release.
Last Updated ( Saturday, 22 March 2008 )
Read more...
 
Intermission
Written by Tom SF Haines   
Wednesday, 01 August 2007
There is going to be a delay before the next release of Cyclops, for a variety of reasons which I shall not go into. I am aiming to add a mesh simplification algorithm to it as a matter of convenience for this next release however; primarily because Blenders current capability for handling large meshes are terrible, both for visualising them and for simplifying them such that you can painlessly visualise them. As for editing them, its like shooting yourself in the foot, growing it back, and then doing it all over again. I also hope to spend some quality time with the manual, tutorials are a touch out of date now, and need updating. Plus its still mostly empty;-)

In the mean time, I was creating a 'realistic' video using Cyclops, but I've decided to start again on that, as I was overly ambitious in my choice of character considering my animation capabilities. The new version will involve tentacles - far easier to do! Before then I've stuck up the now obsolete set (Has nowhere for tentacles!) in my photos section. It shows the original photo and the edited version - the edited version has sky replacement, extra trees and allows arbitrary 3D objects to be dropped in and cast shadows. Its not perfect by any measure - lighting is off and I hadn't hidden all the artefacts. But I was intending to hide that with clever camera work and object placement. I should also state that it uses the old stereopsis algorithm and the camera calibration isn't too good, so its not the best example of what Cyclops can do.

Go here to have a look.
Last Updated ( Wednesday, 01 August 2007 )
 
Anaglyph version of Shed Video
Written by Tom SF Haines   
Friday, 20 July 2007
Google Video version below, .mov version here.

 
Release #9
Written by Tom SF Haines   
Sunday, 15 July 2007
This is simply a polishing release. The bug with the HBP algorithm is fixed as previously indicated, I've also (finally) added masking support to the Plane Fitting post-processor. In addition the 'Disparity to Mesh' tool has gained a further feature, you may now stop faces being created between disparities by way of a cap - if the change in disparity is too great the face is not created. That is it, nothing major really, though obviously that bug needed swatting. Obtain from the download section as usual.
Last Updated ( Sunday, 15 July 2007 )
 
HBP Video
Written by Tom SF Haines   
Saturday, 14 July 2007
Ok, fixed that Hierarchical Belief Propagation bug, it was a one liner, and took less than 5 minutes once I actually sat down and did it. I won't upload a fixed version of Cyclops just yet, might get time to improve some more stuff before this weekend is out. But a new version will be up by the end of Sunday.

In the mean time, I've created a video using the new algorithm. For my scene I've used a stereo pair of a shed from my previous house, its a highly textured object which, combined with this new algorithm, makes for an exceptionally sweet result. I additionally used a different lens (A Canon L series 17-40mm, if anyone cares.), my calibration for this lens is spot on and hence there is basically no calibration distortion in the output. In fact, I rotate around the scene by a full 90 degrees and it looks reasonable at both extremities.

So, here is the embedded Google video:


For the higher quality locally hosted version click here[Quicktime].
 
<< Start < Prev 1 2 3 4 Next > End >>

Results 1 - 6 of 23
A weird tenticle thing, emerging from the website.