OpenGLES and very small FOV_Y for perspective projection









up vote
0
down vote

favorite












I'm working on OpenGL ES 2.0 on an Android augmented reality app. My goal is to display a virtual object (for now, a rectangle) at a given position to give the impression that it has a real location in the world. So far, Im able to display a blue rectangle where I want (for example, at point (0;0.5;-1) in meters).



When I rotate the head, the rectangle goes in the opposite direction, which is the expected behaviour. However, it is not "fast enough" : I can still see half of it when I should not be able to see it at all because I'm facing another direction.



My first thought was that the issue was related to a too big FOV when I create the projection Matrix. As shown below, I'm using perspective projection :



@Override
public void onSurfaceChanged(GL10 unused, int width, int height)
GLES20.glViewport(0, 0, (float)width, (float)height);
Matrix.setIdentityM(mProjectionMatrix, 0);
Matrix.perspectiveM(mProjectionMatrix, 0, mFOV_Y, DisplayConst.SCREEN_RATIO, mZNear, DisplayConst.GLASSES_FAR_PLANE);
// mFOV_Y: 12.0f (degrees); screenRatio: 1.8f; nearPlane: 0.01f; farPlane: 100.0f (meters);



However, even with the theoretical FOV_Y of the AR headset I am using, the issue is still there. I need to give a really low value (+-3°) to approximate something correct, which troubles me because I think it does not correspond to the real value.
For the OpenGL camera, I update at each drawing step both the eyePos and LookAt parameters according to the pose of the AR headset, and this part appears to work as expected.



Did I miss something I the view or projection matrix which could cause this kind of effect ?










share|improve this question

























    up vote
    0
    down vote

    favorite












    I'm working on OpenGL ES 2.0 on an Android augmented reality app. My goal is to display a virtual object (for now, a rectangle) at a given position to give the impression that it has a real location in the world. So far, Im able to display a blue rectangle where I want (for example, at point (0;0.5;-1) in meters).



    When I rotate the head, the rectangle goes in the opposite direction, which is the expected behaviour. However, it is not "fast enough" : I can still see half of it when I should not be able to see it at all because I'm facing another direction.



    My first thought was that the issue was related to a too big FOV when I create the projection Matrix. As shown below, I'm using perspective projection :



    @Override
    public void onSurfaceChanged(GL10 unused, int width, int height)
    GLES20.glViewport(0, 0, (float)width, (float)height);
    Matrix.setIdentityM(mProjectionMatrix, 0);
    Matrix.perspectiveM(mProjectionMatrix, 0, mFOV_Y, DisplayConst.SCREEN_RATIO, mZNear, DisplayConst.GLASSES_FAR_PLANE);
    // mFOV_Y: 12.0f (degrees); screenRatio: 1.8f; nearPlane: 0.01f; farPlane: 100.0f (meters);



    However, even with the theoretical FOV_Y of the AR headset I am using, the issue is still there. I need to give a really low value (+-3°) to approximate something correct, which troubles me because I think it does not correspond to the real value.
    For the OpenGL camera, I update at each drawing step both the eyePos and LookAt parameters according to the pose of the AR headset, and this part appears to work as expected.



    Did I miss something I the view or projection matrix which could cause this kind of effect ?










    share|improve this question























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I'm working on OpenGL ES 2.0 on an Android augmented reality app. My goal is to display a virtual object (for now, a rectangle) at a given position to give the impression that it has a real location in the world. So far, Im able to display a blue rectangle where I want (for example, at point (0;0.5;-1) in meters).



      When I rotate the head, the rectangle goes in the opposite direction, which is the expected behaviour. However, it is not "fast enough" : I can still see half of it when I should not be able to see it at all because I'm facing another direction.



      My first thought was that the issue was related to a too big FOV when I create the projection Matrix. As shown below, I'm using perspective projection :



      @Override
      public void onSurfaceChanged(GL10 unused, int width, int height)
      GLES20.glViewport(0, 0, (float)width, (float)height);
      Matrix.setIdentityM(mProjectionMatrix, 0);
      Matrix.perspectiveM(mProjectionMatrix, 0, mFOV_Y, DisplayConst.SCREEN_RATIO, mZNear, DisplayConst.GLASSES_FAR_PLANE);
      // mFOV_Y: 12.0f (degrees); screenRatio: 1.8f; nearPlane: 0.01f; farPlane: 100.0f (meters);



      However, even with the theoretical FOV_Y of the AR headset I am using, the issue is still there. I need to give a really low value (+-3°) to approximate something correct, which troubles me because I think it does not correspond to the real value.
      For the OpenGL camera, I update at each drawing step both the eyePos and LookAt parameters according to the pose of the AR headset, and this part appears to work as expected.



      Did I miss something I the view or projection matrix which could cause this kind of effect ?










      share|improve this question













      I'm working on OpenGL ES 2.0 on an Android augmented reality app. My goal is to display a virtual object (for now, a rectangle) at a given position to give the impression that it has a real location in the world. So far, Im able to display a blue rectangle where I want (for example, at point (0;0.5;-1) in meters).



      When I rotate the head, the rectangle goes in the opposite direction, which is the expected behaviour. However, it is not "fast enough" : I can still see half of it when I should not be able to see it at all because I'm facing another direction.



      My first thought was that the issue was related to a too big FOV when I create the projection Matrix. As shown below, I'm using perspective projection :



      @Override
      public void onSurfaceChanged(GL10 unused, int width, int height)
      GLES20.glViewport(0, 0, (float)width, (float)height);
      Matrix.setIdentityM(mProjectionMatrix, 0);
      Matrix.perspectiveM(mProjectionMatrix, 0, mFOV_Y, DisplayConst.SCREEN_RATIO, mZNear, DisplayConst.GLASSES_FAR_PLANE);
      // mFOV_Y: 12.0f (degrees); screenRatio: 1.8f; nearPlane: 0.01f; farPlane: 100.0f (meters);



      However, even with the theoretical FOV_Y of the AR headset I am using, the issue is still there. I need to give a really low value (+-3°) to approximate something correct, which troubles me because I think it does not correspond to the real value.
      For the OpenGL camera, I update at each drawing step both the eyePos and LookAt parameters according to the pose of the AR headset, and this part appears to work as expected.



      Did I miss something I the view or projection matrix which could cause this kind of effect ?







      android opengl-es






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 8 at 17:18









      C.IHM

      114




      114



























          active

          oldest

          votes











          Your Answer






          StackExchange.ifUsing("editor", function ()
          StackExchange.using("externalEditor", function ()
          StackExchange.using("snippets", function ()
          StackExchange.snippets.init();
          );
          );
          , "code-snippets");

          StackExchange.ready(function()
          var channelOptions =
          tags: "".split(" "),
          id: "1"
          ;
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function()
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled)
          StackExchange.using("snippets", function()
          createEditor();
          );

          else
          createEditor();

          );

          function createEditor()
          StackExchange.prepareEditor(
          heartbeatType: 'answer',
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader:
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          ,
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          );



          );













           

          draft saved


          draft discarded


















          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53212983%2fopengles-and-very-small-fov-y-for-perspective-projection%23new-answer', 'question_page');

          );

          Post as a guest















          Required, but never shown






























          active

          oldest

          votes













          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes















           

          draft saved


          draft discarded















































           


          draft saved


          draft discarded














          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53212983%2fopengles-and-very-small-fov-y-for-perspective-projection%23new-answer', 'question_page');

          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          𛂒𛀶,𛀽𛀑𛂀𛃧𛂓𛀙𛃆𛃑𛃷𛂟𛁡𛀢𛀟𛁤𛂽𛁕𛁪𛂟𛂯,𛁞𛂧𛀴𛁄𛁠𛁼𛂿𛀤 𛂘,𛁺𛂾𛃭𛃭𛃵𛀺,𛂣𛃍𛂖𛃶 𛀸𛃀𛂖𛁶𛁏𛁚 𛂢𛂞 𛁰𛂆𛀔,𛁸𛀽𛁓𛃋𛂇𛃧𛀧𛃣𛂐𛃇,𛂂𛃻𛃲𛁬𛃞𛀧𛃃𛀅 𛂭𛁠𛁡𛃇𛀷𛃓𛁥,𛁙𛁘𛁞𛃸𛁸𛃣𛁜,𛂛,𛃿,𛁯𛂘𛂌𛃛𛁱𛃌𛂈𛂇 𛁊𛃲,𛀕𛃴𛀜 𛀶𛂆𛀶𛃟𛂉𛀣,𛂐𛁞𛁾 𛁷𛂑𛁳𛂯𛀬𛃅,𛃶𛁼

          Crossroads (UK TV series)

          ữḛḳṊẴ ẋ,Ẩṙ,ỹḛẪẠứụỿṞṦ,Ṉẍừ,ứ Ị,Ḵ,ṏ ṇỪḎḰṰọửḊ ṾḨḮữẑỶṑỗḮṣṉẃ Ữẩụ,ṓ,ḹẕḪḫỞṿḭ ỒṱṨẁṋṜ ḅẈ ṉ ứṀḱṑỒḵ,ḏ,ḊḖỹẊ Ẻḷổ,ṥ ẔḲẪụḣể Ṱ ḭỏựẶ Ồ Ṩ,ẂḿṡḾồ ỗṗṡịṞẤḵṽẃ ṸḒẄẘ,ủẞẵṦṟầṓế