Archive for the ‘Tips & Tricks’ Category

Hide and Seek

August/27 2010 by Andre

We lately launched the 4th generation of dongles….. yes, the tiny orange ones people complaining about that they can get lost very easily . Before they were arguing the black large G3 ones as well as G1 and G2 always break because of the size…… but different story.

Some maybe also know the internal dongles we provided, that are directly plugged on the Mainboard USB socket. In order to safe for damage or loss, many customers used them for signage projects. Now as therey are sold out and we don’t have any in stock we thought of another solution and found :

TADAAAAAA:

usb_intern

Actually it is the same thing than before. We use the internal USB socket. This little thing from DeLOCK is a USB Pinheader female to 2xUSB 2.0-A female. Just plug in your Ventuz dongle and have it warm and safe in the machine. I think even the large dongles G1 – G3 will fit.

So again size doesn’t matter … :)

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Start Ventuz Presentation without Ventuz Installation

June/4 2010 by Karol

It is possible to start a Ventuz presentation without having installed Ventuz on the target computer.
All you need is a USB stick (if the presentation contains Ventuz Professional features, you need the Ventuz USB dongle) and another computer with a Ventuz installation.

Ventuz_Dongle_rdx

You have to copy all files from the Ventuz installation to the USB stick.  You can copy it directly on the USB or to a dedicated folder. Copy also your VPR file to the USB stick. In the next step you have to create a shortcut to the VentuzPresenter.exe on the USB stick. This shortcut must reside on the USB stick as well. Open the Properties dialog of the new shortcut file. In the Target field of the Shortcut tab you will find anything like: I:\VENTUZ\VentuzPresenter.exe. You have to extend this to e.g.: I:\VENTUZ\VentuzPresenter.exe “My Presentation.vpr”. Press the OK button. That’s all!

If you now double-click the shortcut, your Ventuz presentation will start. There are certainly some constraints: the computer which has to start the presentation from the USB stick needs to have DirectX 9c and .Net 3.5 SP1 installed. And the security settings must allow an application to start from USB.

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Fonts, Styles, Far-East Scripts and more in Ventuz

April/12 2010 by Ralf

Many people were asking us if Ventuz supports Far East scripts and writing.

The answer is simple:     yes

If you use such fonts, you have to be aware of some points, because 3D-real-time rendering is not comparable to normal rasterization technologies used in 2D software. A ‘normal’ rasterizer (like Word, Flash or Photoshop) renders the actual character glyphs directly on the basis of the font file. The glyph gets pixelized during that process while some rasterizers use caching algorithms to speed up the actual rendering. Newest technologies like Direct2D™ or ClearView™ enhance the actual 2D rasterization drastically, but they are still not usable for our environment: 3D space in real-time.

For that reason Ventuz (and any other 3D-rendering system) have to convert the font data into formats usable by the graphics board directly (Direct3D™ or OpenGL). That means, the glyph outline information have to be converted into vertices (meshes) or textures (pixel glyphs) while applying certain visual effects like extrusion, bevel or blur – the Style. The final result of this conversion is stored on harddisk for easy and fast reload of this internal font format. In Ventuz, we call it the Font-Cache. You can find the cache folder in the common application data folder of your system:

Windows Vista and Windows7

 C:\ProgramData\Ventuz\Fonts

Windows XP

 C:\Document and Settings\All Users\Application Data\Ventuz\Fonts

If you need to re-convert (or re-generate) the font cache you can simply delete this folder. Ventuz will create it again as soon as a font is requested by the renderer.

Ventuz also requires the original font file to render fonts – even if the cache already has been generated for the required font and style. The font file contains further information such as character width, spacing, kerning. Ventuz uses two Windows APIs to access the actual Font file: Windows Presentation Foundation (WPF) and Graphics Device Interface (GDI+). Unfortunately there are a few differences between these two API’s: font styles (bold, italics, etc) are handled differently and are not compatible. Additionally, font files (like TTF or OTF) have multiple ways of describing a font: ISO, Windows, Mac, etc. Unfortunately, some fonts do not line-up all settings for all systems: a font marked as Bold for Mac could be marked as Regular for Windows. This issue brings up many problems in our Font-Engine. The easiest way to solve such font problems is to validate the font itself. A check, if the font works in MS Word or Photoshop doesn’t imply that the font is valid! Please use Microsoft Font Validator or the great FontCreator from High-Logic to validate your fonts. We’ve already seen many commercial fonts with such invalid settings – the usage of a validation tools always solved them.

A font file consists of outline description coming along with so called ‘mappings’. The mapping is the actual translation from the code page (ASCII, ISO, Unicode) to the glyph indices as well as the rules for combining multiple glyphs to one mapped character (special extensions or phonetic tones, like the German öüä). As long Ventuz is using Unicode mappings, some fonts do not provide the proper mapping tables. In such a case, Windows is doing a dynamic mapping for us, but this does not work properly for non-US (non-Latin) characters, because Unicode is the only complete mapping for all glyphs in the world (Cherokee and Samaritan included). Other mappings may not know about Chinese and Hangul glyphs and make it impossible to map the characters properly to Unicode. Therefore be sure that your font supports Unicode mapping if you want to use non-Latin languages.

A normal Latin font like Arial holds about 300 glyphs and a conversion to our font cache is fast and easy. Other fonts can hold more than 50,000 glyphs (Chinese, Japanese and Korean = CJK) and a font conversion can take up to 15 minutes!

Ok, time is not an issue if we only need to convert once. But memory becomes an issue! The font Arial Unicode MS holds the almost complete set of visual Unicode glyphs (about 50,000). Converting all glyphs to textures or meshes doesn’t make much sense if you only need a subset of it like Latin. Therefore we’ve implemented a CharacterSet filter (see Project Settings) to tell Ventuz which Unicode ranges you want Ventuz to convert into the cache. Unfortunately the breakdown of these ranges is not very handy, but is helps to separate Latin from Far-East and from historical or rarely used scripts. We’re planning to give more detailed options here in future versions.

The Character Set can reduce the number of glyphs converted into the cache, but what happens if you really need all glyphs? Chinese or Korean? In that case you have to handle to Font-Engine very carefully. We’ll try to give you some assistance:

1)      First of all, you should be very clear about the fonts you want to use in your project.  Use as less as possible (1-3)

2)      Try to select Fonts containing only the glyphs you really need. If you want Korean (Hangul) for example avoid fonts holding all Chinese glyphs as well.

3)      Make sure that all font files are valid by using a font validation tool as mentioned before.

4)      Create a new empty project

5)      Select only the Character Sets in the Project Setting you really need. Usually Latin, Symbols (and Special Language1 for Far-East)

6)      Import them into your projects font folder and make sure that the actual file name has no special characters (only Latin or ASCII)

7)      Create exactly the same amount of Font presets, including $Default for the fonts you want to use. In further Design step avoid any direct font references – only use the presets! This makes it also easier to change a typeface later by simply changing the preset.

8)      ‘Develop’ the styles for your fonts. The recommendation for large fonts (CJK) is to use only MeshFonts, because

  1. Texture fonts (normal quality) require about 10 times more memory than the same font/typeface as Mesh. The complete Hangul-set for example needs about 200MB texture memory.
  2. Mesh fonts are always hard-edged and seamlessly scalable
  3. Try to avoid extrusion or bevel styles for mesh fonts because every bevel/extrusion tessellation will multiply the amount of vertices needed for the mesh font. A simple extruded font requires about 4 times memory if generated with all sides (front/sides/back)
  4. Texture fonts are faster to render and have additional effects like blur, but 12,000 glyphs placed on textures (Hangul) will make this advantage void. If you like to achieve effects like shadow, try to combine multiple layers of mesh text elements.
  5. Try to use only ‘normal’ quality. If you need high resolution mesh fonts, try to select just one font to be used with that style.

9)      If your styles have been developed, assign all final styles to style presets. Write down, which typeface-style combinations have to be used in your project, because every single combination will create its own cached and loaded font.

10)   Create a ‘Font-Style-Sheet-Scene’ where all allowed combinations are displayed on screen with dummy texts. You also could assist your team with such a scene with creating Repository Elements for each combination: call them Headline, Normal, Bold, etc

11)   Close Ventuz and delete the Font Cache.  (see above)

12)   Launch Ventuz and open your project again. Load you font-style-sheet and let Ventuz re-generate all typeface/style combinations.

13)   Check the resource values in the Scene Statistics dialog where you can see the actual memory occupied by your fonts. There shouldn’t be any other fonts as you have configured in you presets and style-sheet scene.

14)   Start creating the actual scenes by only accessing the allowed combination (Repository items)

In general we can say that a 12,000 glyph high-quality mesh font (no extrusion) needs about 40MB of memory. The same high quality texture font would need about 400MB!

If you follow these guides and always handle such large fonts carefully, you can be sure to create a complete function Chinese, Japanese or Korean Ventuz show!

Have fun!

Ralf

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Scene Management Demo Projects

February/26 2010 by Karol

Hi Ventuz users,

we assembled three small Ventuz Projects to demonstrate the new features of Scene Management/Layout Scenes and ScenePorts.
Hopefully this makes some things clearer and gives you new opportunities to build greater projects in less time.
We appreciate your feedback in our forum.

And here is the download link.

ScenePort Examples Project

This Ventuz Project demonstrates some of the use cases for the new ScenePort node. Read the annotations in the Ventuz scenes (01 .. 03) to get some details about the functionality of the scenes.

Screen Setup 3×2

This Ventuz Project demonstrates the Scene Management setup for a video wall of 3×2 screens.  The total resolution is 5760 x 2400.
The video wall if fed by three Ventuz machines. Each machine renders one third of the complete scene. Use the Stage Editor (Ctrl-F12) to switch between the Preview (Design) and Production Layout scenes. Read the annotations inside the Layout scenes for further information.

Screen Setup 4×1

This Ventuz Project demonstrates the Scene Management setup for a video wall of 4×1 screens.  The total resolution is 4320 x 1920.
The video wall is fed by one single Ventuz machine. Use the Stage Editor (Ctrl-F12) to switch between the Preview (Design) and Production Layout scenes. Read the annotations inside the Layout scenes for further information.
The Preview and Production Layouts differ in principal because the Design is 4 times 1080 x 1920 but the production machine has to render 4 times 1920 x 1080 in a horizontal span mode. This is necessary because 2 DualHeads2Go have to be used to split the graphics card output in two further fragments.

Best Regards

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Programming and Emulating the EDID

February/10 2010 by admin

We received lots of hardware for testing during the last couple of month … now we received something that really rock’s and could make the life of some of you a lot easier.

The “Eyevis DVI EDID emulator” (we don’t know any device name or model No.) emulates the selected/programmed EDID to the attached PC computer (emulating a DVI display) for continuous video output, even if the attached display is disconnected or powered down.

These emulators become very helpful if you want to test or setup your configuration whitout the output devices being present or if you want to switch displays without loosing the DVI signal from the source. Because most computers will deactivate the DVI output when no device is attached to it.

The EDID emulator allows the user to set up any DVI output resolution, regardless if the used device supports these resolutions or not. Most PC or DVI sources are reading the EDID of the attaced display and then limit the selectable output resolutions of the graphic card. The EDID emulator will solve this problem.

The Eyevis EDID emulator does not use presets in conjunction with a switch. In order to program the emulator, you’ll need the eye-ddc device. The eye-ddc is able to read the current EDID from the emulator or display and write the modified EDID onto the emulator or display (if the display has an EDID that is not write-protected).

UPDATE: It is not officially released yet, therefore please contact Eyevis for further information, availability and pricing.

eyevis EDID emulation gear

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Youtube, Flikr etc.

January/25 2010 by admin

I’ve just uploaded a Ventuz movie to youtube and discovered that there is a lot of Ventuz stuff. Have a look here

If you have anything to share, feel free to add it there and don’t forget to tag it VENTUZ!

Same with Flikr

If I missed something of the Web 2.0 that contains more Ventuz stuff, let us know!

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X-mas special for special needs ;)

December/8 2009 by Ralf

… some British and hopefully many others too will love this functionality!
It will be available with the next release of Ventuz (R5.19) within the next days.

R5.19 is coming with that new feature and many bug fixes – don’t hesitate to update!

Cheers

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Bless or mess…?

November/17 2009 by Ralf

After messing around with certain NVidia drivers for the Quadro FX5800-G I encountered several times the issue (not a Ventuz issue) that Fullscreen-Applications (like Ventuz) are unable to reset the D3D device to leave the Fullscreen and go back to Windowed mode. In Ventuz you usually press Alt-Enter to switch between this modes.

If the driver decides to freeze you and the application in the Fullscreen mode – you can’t find a way to get back to life – the last chance is to push the hardware reset button and give Windows (plus NVidia) another try…

The only way is to kill the “exclusive” fullscreen application – but how if you can’t access the Task Manager?

Since Ventuz R5.18_p1 version we implemented a “feature” to solve such cases:

Left-Ctrl  +  Left-Shift  +  Left-Alt  +  K  +  V

(K+V = Kill Ventuz)

By pressing all these keys simultaneously you will kill Ventuz! Without warning! No data or scenes are saved! Instant Death! So use it carefully!

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