Yes, if you align to a bright nearby star first, that should help. Maybe indicate which star you should start with, and star-hopping instructions?
G. On Mi, 28.08.2013, 13:18, Christoph Redecker wrote: > About accuracy: I simply don't know if it will work out, but here are > the numbers I'm building upon: > > - It's actually not really an IMU, but a set of accelerometers and > gyroscopes. > - The accelerometers have 16-bit converters built in, the gyroscopes > have 13 bits. This should give me a resolution (not accuracy or > repeatability) of far less than 0.5°. That's the innermost circle's > diameter in a telrad. > - Aligning: The sensor data is converted to altitude and azimuth. The > readout can be offset with known values of a known star at a certain > time and should be more or less accurate in the region surrounding that > star. > > Example: If I want to find M57 in Lyra, it's probably a good idea to > align with Vega first, because that's easier to find. > > If the IMU idea fails, I can still use (relatively coarse) axis > encoders, it's not aligning for fotos or GoTo, after all. > > The point is not having a lot of information in the display, but > something like a "spoiler" that's doesn't interfere with the art of > actually finding an object: It could just be "Yes, you found it" > indicated by a change in the circles shown, or a marker when I'm closer > than 1°. The easier variant is showing a directional marker that tells > me where the desired object is or how far out. There are lots of > possibilites. > > And to prevent misunderstandings: I dont want a separate display in > addition to the telrad. The OLED display will be built into the real, > see-through telrad instead. It will display the circles and everything > else I program into it. > > Regards > > Christoph > > Am 28.08.2013 12:54, schrieb Georg Zotti: >> Sounds like a nice project! But are the IMU sensors accurate enough to >> allow see-through support where what you see on screen centermarks is >> what >> you see in the main telescope? Such support until now requires aligned >> mounts and axis encoders. Unquestionable, a small dim map screen next to >> a >> (real, see-through) Telrad that shows the surroundings of where a big >> Dobson is pointing sounds like an interesting project. >> >> There is definite Qt5 support for Raspberry Pi, and OpenGL1 hardware >> (Atom >> netbooks and such) is supported via ANGLE. So these aspects are all >> catered for. A second application based on Raspberry Pi could be a >> dedicated telescope remote control unit (for GOTO scopes) running >> Stellarium, which will hopefully be even more power-friendly than an >> Atom >> netbook (but could maybe also be used as travel/email computer). >> >> Both devices don't need 3D foreground rendering, and the "telrad support >> device" can be limited to perspective projection (OpenGL built-in). >> >> Good luck with that! >> G. >> >> >> On Mi, 28.08.2013, 09:53, Christoph wrote: >>> Re VR: >>> >>> I'm currently building a telrad-like device with an OLED display and an >>> IMU that can be attached to a telescope. I'm not sure what I want to >>> display in it, but I'm planning to get the information from stellarium >>> over bluetooth. For that, it would be nice to be able to strip it down >>> in such a way that it can run (just a bare-metal core, no rendering) on >>> a raspberry pi or even a cortex M3. Otherwise I could let it run on my >>> atom laptop - so I'd appreciate a "runs-on-cheap-hardware-path", but >>> not >>> from a 3D point of view. >>> >>> Also, please keep writing plugins as simple as it is now. I'm not >>> familiar with the new features of Qt5, but the current implementation >>> of >>> e.g. StelButton feels a bit clumsy. Qt4 does support widget layouts in >>> a >>> QGraphicsView if the widgets inherit from QGraphicsLayoutItem, but >>> StelButton inherits from QPixmapItem which is a QGraphicsItem. I think >>> much of the code of e.g. the Oculars plugin could be much simpler if >>> the >>> given Qt features were used. >>> >>> Regards >>> >>> Christoph >>> >>> Am 28.08.2013 01:32, schrieb Georg Zotti: >>>> Dear Jörg and Fabien, >>>> >>>> if the old classes return, I hope scenery3D will finally be >>>> integrable. >>>> I >>>> did not like the Qt announcement to drop OpenGL1.4, but with ANGLE >>>> also >>>> cheap hardware (Atom etc) should be kept alive, so there's a chance. >>>> Unfortunately my students finished their respective tasks just before >>>> that >>>> big merge towards 0.12.0, and left for other business, and my project >>>> time >>>> is up as well. So, when porting to Qt5 is done, I will likely require >>>> somebody to go through and reanimate the scenery3D code. It included >>>> quite >>>> a lot, including cascaded shadow mapping, and allows rendering of and >>>> walking in OBJ models. Of course, Qt5 will require to adapt some >>>> OpenGL >>>> hacks which were necessary in Qt4.6. >>>> >>>> How does one move/walk with these glasses, or what would be your aim >>>> to >>>> display in eye-separated 3D? In the mid-late 1990s there were >>>> experiments >>>> with VR glasses (with thick cables dangling from the lab ceiling...) >>>> fed >>>> by SGIs (remember those?), but the full-cutoff was seen problematic, >>>> leading to AR ideas (with semitransparent glasses). I have since then >>>> imagined semitransparent goggles with explanatory displays augmenting >>>> the >>>> live stars. I think Celestron built such a device some time ago, and >>>> now >>>> there are cellphone apps using these sensors, augmenting camera views. >>>> Time flies... >>>> >>>> So, if you wish, (I think we had contact before), feel free to >>>> reanimate >>>> this plugin and enhance it with oculus rift, but it should please also >>>> work without. >>>> >>>> G. >>>> >>>> On Di, 27.08.2013, 22:59, Fabien Chéreau wrote: >>>>> Hi Jörg, >>>>> to reply to your email about oculus rift: >>>>> It sounds quite a nice project :) >>>>> - For 3, you need first to use perspective projection, and I guess >>>>> simply adjust screen size so that the ratio is correct, and FOV so >>>>> that it matches the FOV of the glasses. >>>>> - For 4, This is not so clear what you want to do here: most of >>>>> the >>>>> stuff displayed in Stellarium are infinitely far away, so it's >>>>> difficult to add parallax effect. Maybe on the landscape, but we >>>>> don't >>>>> have 3D models, our landscapes are flat. Maybe you can try to use the >>>>> 3D landscape code done by Georg's team? >>>>> - For 5, I would suggest you rather implement a special proper >>>>> projection doing just the inverted distortion than the one from the >>>>> glasses. >>>>> >>>>> Fabien >>>>> >>>>> On Mon, Aug 26, 2013 at 5:53 PM, Jörg Müller <nex...@gmail.com> >>>>> wrote: >>>>>> Hi, >>>>>> >>>>>> and about the Oculus Rift part, which actually was the main part of >>>>>> my >>>>>> mail? >>>>>> >>>>>> Regards, >>>>>> Jörg >>>>>> >>>>>> Am 2013-08-26 17:42, schrieb Fabien Chéreau: >>>>>>> Hi Jörg, >>>>>>> well I had a lot of conflicts with this code indeed. We should try >>>>>>> to >>>>>>> re-integrate it properly on the branch, if we decide to go this >>>>>>> way. >>>>>>> Fabien >>>>>>> >>>>>>> On Mon, Aug 26, 2013 at 5:33 PM, Jörg Müller <nex...@gmail.com> >>>>>>> wrote: >>>>>>>> Hi Fabien, >>>>>>>> >>>>>>>> interesting news to read. Does this mean my shadow code gets >>>>>>>> removed >>>>>>>> too? I don't know if GLES2 supports the required float textures. >>>>>>>> >>>>>>>> Apart from that I recently tried to integrate Oculus Rift [1] >>>>>>>> support >>>>>>>> in >>>>>>>> stellarium. The steps needed to be done for integration are: >>>>>>>> >>>>>>>> 1. Headtracking (Moving the view based on the movement of the >>>>>>>> headset) >>>>>>>> 2. Rendering in two viewports each taking half of the screen space >>>>>>>> for >>>>>>>> the left and right eye >>>>>>>> 3. Calculating and adjusting the projection matrix based on aspect >>>>>>>> ratio,field of view and other settings of the hardware and using >>>>>>>> it >>>>>>>> in >>>>>>>> the rendering pipeline >>>>>>>> 4. Adjusting the view matrix for each eye location >>>>>>>> 5. Correcting the distortion of the hardware's lense using a pixel >>>>>>>> shader >>>>>>>> >>>>>>>> I succeeded in the first two steps, but as for the next two >>>>>>>> stellarium >>>>>>>> is a very special case I failed to properly change the projection >>>>>>>> matrix >>>>>>>> of the rendering pipeline. What do you think about this project >>>>>>>> and >>>>>>>> would you be willing to help me understand how the transformations >>>>>>>> in >>>>>>>> the rendering pipeline of stellarium work so that I can integrate >>>>>>>> the >>>>>>>> required calculations? >>>>>>>> >>>>>>>> Regards, >>>>>>>> Jörg >>>>>>>> >>>>>>>> [1] https://oculusvr.com/ >>>>>>>> >>>>>>>> On 2013-08-26 15:51, Fabien Chéreau wrote: >>>>>>>>> Hi Bogdan, >>>>>>>>> >>>>>>>>> I currently have a bit more free time, and I was actually >>>>>>>>> investigating doing some major refactoring of the project (not a >>>>>>>>> total >>>>>>>>> rewrite but not very far from that :D ) >>>>>>>>> Basically what I want is to produce a much lighter version of >>>>>>>>> Stellarium based on Qt5 and OpenGL ES2 features only (it's a >>>>>>>>> requirement of Qt5 itself). This involves: >>>>>>>>> - revert all changes from GSOC 2012 on the renderer: after >>>>>>>>> having >>>>>>>>> a >>>>>>>>> detailed look I am convinced that all this work is almost useless >>>>>>>>> from >>>>>>>>> the moment on we want to support only GLES2. It also introduced a >>>>>>>>> number of rendering bugs, as well as a large performance penalty. >>>>>>>>> I've >>>>>>>>> done most of this revert in a branch called >>>>>>>>> https://code.launchpad.net/~stellarium/stellarium/simplegles and >>>>>>>>> went >>>>>>>>> from 45 FPS to 62 FPS on my computer. >>>>>>>>> - suppress completely GL1-related code and focus on >>>>>>>>> shader-based >>>>>>>>> rendering only. This is also almost done in the branch. >>>>>>>>> - switch to the new Qt rendering system, i.e. abandon >>>>>>>>> rendering >>>>>>>>> based >>>>>>>>> on QGraphicsView / QWidgets and use only classes from the new >>>>>>>>> QtGUI >>>>>>>>> module (the one from Qt5). I am not completely sure but this may >>>>>>>>> involve a complete GUI re-write based on QML. This last task may >>>>>>>>> sound >>>>>>>>> quite ambitious. I'm quite confident that we can reproduce a GUI >>>>>>>>> similar to the current one based on QML, but it may cause some >>>>>>>>> troubles for interactions with plugin etc.. >>>>>>>>> >>>>>>>>> Fabien >>>>>>>>> >>>>>>>> >>>>>>>> ------------------------------------------------------------------------------ >>>>>>>> Introducing Performance Central, a new site from SourceForge and >>>>>>>> AppDynamics. Performance Central is your source for news, >>>>>>>> insights, >>>>>>>> analysis and resources for efficient Application Performance >>>>>>>> Management. >>>>>>>> Visit us today! >>>>>>>> http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk >>>>>>>> _______________________________________________ >>>>>>>> Stellarium-pubdevel mailing list >>>>>>>> Stellarium-pubdevel@lists.sourceforge.net >>>>>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>>>>> ------------------------------------------------------------------------------ >>>>>>> Introducing Performance Central, a new site from SourceForge and >>>>>>> AppDynamics. Performance Central is your source for news, insights, >>>>>>> analysis and resources for efficient Application Performance >>>>>>> Management. >>>>>>> Visit us today! >>>>>>> http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk >>>>>>> _______________________________________________ >>>>>>> Stellarium-pubdevel mailing list >>>>>>> Stellarium-pubdevel@lists.sourceforge.net >>>>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>>>> >>>>>> >>>>>> ------------------------------------------------------------------------------ >>>>>> Introducing Performance Central, a new site from SourceForge and >>>>>> AppDynamics. Performance Central is your source for news, insights, >>>>>> analysis and resources for efficient Application Performance >>>>>> Management. >>>>>> Visit us today! >>>>>> http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk >>>>>> _______________________________________________ >>>>>> Stellarium-pubdevel mailing list >>>>>> Stellarium-pubdevel@lists.sourceforge.net >>>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, >>>>> more! >>>>> Discover the easy way to master current and previous Microsoft >>>>> technologies >>>>> and advance your career. Get an incredible 1,500+ hours of >>>>> step-by-step >>>>> tutorial videos with LearnDevNow. Subscribe today and save! >>>>> http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk >>>>> _______________________________________________ >>>>> Stellarium-pubdevel mailing list >>>>> Stellarium-pubdevel@lists.sourceforge.net >>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>>> >>>> >>>> >>> >>> ------------------------------------------------------------------------------ >>> Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! >>> Discover the easy way to master current and previous Microsoft >>> technologies >>> and advance your career. Get an incredible 1,500+ hours of step-by-step >>> tutorial videos with LearnDevNow. Subscribe today and save! >>> http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk >>> _______________________________________________ >>> Stellarium-pubdevel mailing list >>> Stellarium-pubdevel@lists.sourceforge.net >>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>> >> >> > > ------------------------------------------------------------------------------ > Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! > Discover the easy way to master current and previous Microsoft > technologies > and advance your career. Get an incredible 1,500+ hours of step-by-step > tutorial videos with LearnDevNow. Subscribe today and save! > http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > -- Dipl.-Ing. Dr Georg Zotti Ludwig Boltzmann Institute for Archaeological Prospection and Virtual Archaeology (LBI ArchPro) Hohe Warte 38 A-1190 Wien ------------------------------------------------------------------------------ Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! Discover the easy way to master current and previous Microsoft technologies and advance your career. Get an incredible 1,500+ hours of step-by-step tutorial videos with LearnDevNow. Subscribe today and save! http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel