RE: Drawing HUD on multichannel application

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From: Lewis, Cameron (Cameron.Lewis++at++dsto.defence.gov.au)
Date: 05/11/2000 04:14:10


We have looked at two possible solutions.

1. Draw the HUD in 3D which avoids the distortion.

2. Use a separate HUD projector.

Solution 2 works best for us because with large FOV domes you tend get a lot
of wash-out from dome reflections and the low image contrast makes a
PostDraw overlaid HUD hard to read against light background. Also unless the
blends between channels are very good symbology on or moving over the blend
region can be hard to read.

A separate HUD projector (1024 x 768 LCD) gives a crisp bright easy to read
HUD. If your HUD does not have too wide a FOV there is not significant
distortion due to screen curvature. LCD projectors have no real geometry
correction, some have limited keystone correction which may be useful
depending on where you mount the projector.

Cameron

--
Cameron Lewis                          506 Lorimer St, Fishermens Bend
Air Operations Division                      Victoria, Australia, 3207
Aeronautical & Maritime Research Laboratory     tel:   +61 3 9626 7729
Defence Science and Technology Organisation     fax:   +61 3 9626 7093
Department of Defence        email:  Cameron.Lewis++at++dsto.defence.gov.au

> ---------- > From: VSM > Reply To: VSM > Sent: Thursday, 11 May 2000 20:00 > To: info-vega; info-performer > Subject: Drawing HUD on multichannel application > > Hi, > We have a six channels on dome, with distortion on projectors > The channels have large FOV (63°x45°) and offsets > We want to draw a HUD continuously on all the channels. > We use callback OPENGL on PostDraw Fct, and when we draw only in one > channel, on 2D, the distortion on dome is not correct. > Have you got a method to solve those problems? > > Yoel > > >


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