The ultimate goal is judge training. I want to get a realistic view of a flight from the judges position that someone could watch in their living room.
Interesting project. I have questions...
What is the FOV (Field of View) chosen in your video display at the mid point? (at the pilot)
FOV at the pilot? That doesn't scan.
The camera is placed at the judge's position, with a field of view wide enough that the airplane fits into the scene at all times (well, mostly). That means the FOV is 120 or 125 degrees (I can't remember which).
This is a stupid-wide field of view, but it's necessary to capture the whole flight in landscape mode.
For a prettier staging, and for fairly good pilot training, I could narrow the field of view and back the camera off -- but then the maneuvers are distorted differently than what a judge would see.
Is this based on the natural view of the human eye?
No camera can fully replicate the natural view of the human eye -- hence my ambition to eventually render this stuff for VR goggles. The natural tendency is to keep the plane centered in the fovea, while really only consciously seeing the plane and its path through the air.
A normal judge
moves their head while watching, while unconsciously using proprioception and the background in their peripheral vision track the plane's motion through the sky. As an experiment, I've tried holding my head still and staring at the center point of a maneuver. This may be a valid judging technique for someone, but it's not going to work for me -- and that center point will vary from maneuver to maneuver anyway.
Orientation without a background and horizon is a little difficult, I had to fast-forward to the V8 to find your 90Deg then re-watch to get my brain to settle down and stop complaining. LOL!
Sorry about that, but only a little bit. I wanted to throw this video out there early, and then add refinements like better rendering, a background, etc. as I learn how to use Blender.
Either way, nice work. It will be interesting to see how far you go with this and if you meet your end goal.
EricV
My rough set of steps are
- Get a flight synthesized (done!)
- Get the thing satisfactorily rendering in 2D in Blender (started but obviously not done)
- Figure out how to render in a format for 3D goggles.
- Get some 3D goggles and try it out, iterate as necessary.
- Release it to the wild and see how folks like it.
- Perfect the flight (ugh, those squares...)
- Introduce realistic imperfections into the flight (this is -- not trivial)
- Go back to "release it to the wild" and iterate until I give up or it's a useful tool.