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

Reply via email to