3D Capture. 3D Capture. 3D Capture. 3D Capture. Real-world

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1 Real-world Need at least two cameras, commonly on side-by-side Plug-in the Minoru 3D webcam Right-click the Minoru icons to see a list of options. Set the mode to use Side-by-Side with Left first. Set the Video Output to be 1280x480 (which is equivalent to 640x480 for each eye) Perform the Alignment Setup by selecting the Setup Wizard The basic rule of the alignment for two cameras: During the setup wizard, make sure the horizontal + vertical alignment are properly set. With fixed distance stereo camera, software alignment is easier than manual alignment.

2 Be slow + patient when handling the 3D webcam as the webcam has not got very high shuttered speed to capture fast motion. Remember the tip, never be too close to the subject. Start Recording Things to consider to create this video: Need to load + display 3 objects: Base, Ball, Bottle Move (translate) the Ball in one direction towards the Bottle, and the same time to Rotate the ball itself. Bottle needs to fall over, using the combination of Rotate + Translate. Bottle needs to roll across after being knock over. Ball needs to roll back a little to illustrate the bounce back. Have a camera to start to see the ball + bottle at first, and move back when the bottle being knocked down. Virtual World The software should able to create at least two virtual cameras, and generate virtual image by switching left-right viewpoints. We are going to use Amira for this tutorial, other rendering software can do similar 3D stereo rendering such as Paraview, 3D Studio Max and etc This tutorial, we are going to render a 15 seconds scene where a ball to hit a bottle like the following video: To load + display object into Amira, we use a 3D structure model in VRML format: Open + Load.WRL extension file + use IvDisplay by activate each of the models

3 Try out with the Rotate, Pan, Zoom feature with these buttons: Click on Football.wrl object, and click on the Transformation Editor button, make sure you are now in Interact mode. Click on View XZ to see the top, and use zoom where you have the ball and bottle in view: Create ObjectRotate and ObjectTranslate by activate the Football.wrl Under the Interact mode, use the mouse to click centre of the ball and drag towards the bottle: When you satisfy with the position of the ball, turn off the transformation editor.

4 Click on ObjectTranslate to see the detail box, and click on the Set end point to set the current position of the ball. Try slide the Time to see the movement of the ball. By sliding the Time bar, you will see the animation of how is the ball rolled. You will need to set the Axis: 1, 0, -1 to have the ball roll in the correct direction. Click on ObjectRotate and set the centre rotation point as to the ball, by click on Use bbox center button. Click on each ObjectTranslate and ObjectRotate, press F2 to rename the module to Ball_Move_Forward and Ball_Roll_Forward respectively.

5 Now we have the ball rolls in the correct direction, we need to start to make a movie of the ball rolling. Select DemoMaker module by selecting under Create menu -> Animate/Demo sub-menu. We need to set the Demo Time, the default timer given is between 0 1, but we are going to set to 150, since we are going to have a total of 15 seconds movie. Right-click on the Time slider to select the Configure option. Click on DemoMaker module to see the details of the Event, click on Update button to obtain most up-to-date objects on screen. Select Ball_Move_Forward/Time from the pull-down list. Fill-in the following values + press Add Start/end value: 0 1 (total represented value, from start to end position) and Start/end time: 0 30 (equivalent to 3 seconds of the our total 15 seconds)

6 Now add Ball_Roll_Forward/Time from the pull-down list, and fill in the same value as Ball_Move_Forward/Time + press Add. But we would like the Ball to roll 5 times within the 3 seconds before knock down the Bottle, so we will need Ball_Roll_Forward/Rotation degrees. We will have value: for 30 as end time. Now we should be able to see how the Ball animate towards the Bottle. Click on the Play button on the Timer slider. Now, we switch the viewing plan to View XY to allow us to see the Bottle, also Zoom in to see both the Ball and Bottle. With what you have just learned to animate the Ball, now try to animate the Bottle being knocked-over. You need to create a new ObjectRotate and ObjectTranslate by activate the Bottle.WRL object. 1 st : set up the ObjectRotate with Axis 1, 0, -1 and only 90 Rotation Degree, and remember to click on Use Bbox Center 2 nd : set up the ObjectTranslate with the help of Transformation Editor. End value could be -66.4, 54.4, To see the end result, move timer slider (ObjectRotate) to 1, and move the timer slider (ObjectTranslate) to 1. Rename the new ObjectRotate and ObjectTranslate object. Click Update button on the DemoMaker object to allow your new ObjectRotate and ObjectTranslate objects to be added. Try to add the Bottle knock over animation into the DemoMaker and the time is about 1.5 seconds of the total 15 seconds. Make sure to remember your knock-over animation should start from 30 (not 0 because the ball only hit the bottle at time 30).

7 Besides getting to animate each individual object, we can also animate the camera. So far, the camera is fixed. We need to add CameraPath under Create menu, use any of the Rotate, Pan, Zoom to find a suitable Start position for the camera. Click on the CameraPath and click on CameraPath Editor. IGNORE the extra pop up viewer window by click on the Property area on the main screen. Once you have decided the position for your camera view, test the animation of the Ball hits the Bottler with the DemoMaker. Find the position where you can see the Ball rolling towards the Bottles, and the Bottle fall over in front of the camera. Click on add to have the first position of the current view of the camera. Again use Rotate, Pan, Zoom to move the camera to second position, and click add the sub-sequent camera positions by repeating the procedure. Try NOT to have sudden change of camera position, if you need to rotate the camera, do it slowly, step-by-step, degree-by-degree!

8 Once finished adding the camera viewing position, you may want to click on Const. Velocity to allow smoother camera movement. After satisfy everything from your DemoMaker, you are ready to render the whole animation into movie file. Activate the DemoMaker object and select MovieMaker module. Jot down the Total time of your whole CameraPath. Click on Camera Path Editor again to finish up. The movie format that advisable to use is AVI format Specify the name with.avi extension. Click on DemoMaker object, and click Update to allow the CameraPath module being added. Select CameraPath/Time from the list, and set your preference for the value, press Add: You can start the camera movement as soon as the movie start. You can start the camera movement in between the movie (after the ball knock down the bottle) You can even set it to move the camera half way and carry on later. Total time Set the Frame rates to 25 (it means there will be 25 of the same picture every second), and set the number of Frames according to how long you would like the animation to be. We wanted to be 15 seconds, with frame rates of 25, that s will be 375 Frames(25fps 15sec = 375). Advisable to use MJPEG Compressor for the encoder, and leave it the Quality to 0.75

9 Set the Type to Stereo Side-By-Side The size is Custom with the resolution depends if we are going to integrate the animation with the movie from the 3D Minoru webcam? If we are NOT, then we should set the resolutions to 1024 x 768 If we are, then we should set the resolution to 640 x 480 instead.

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