Forum Discussion
obzen
13 years agoExpert Protege
Real Time Mandelbulb
Anybody thought doing a real time mandelbulb fligh through with the Oculus in mind? That would be pretty trippy :) And low requirements, apart from the actual coding itself, but no assets to speak of. Perfect for programmers!
58 Replies
- geekmasterProtege
"obzen" wrote:
Anybody thought doing a real time mandelbulb fligh through with the Oculus in mind? That would be pretty trippy :) And low requirements, apart from the actual coding itself, but no assets to speak of. Perfect for programmers!
You will find more examples like that, and a whole lot more, in the "Church of the Rift" thread over at MTBS3D:
http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=16342
Here is a fun little online shadertoy that you can tweak and see your change take effect almost immediately:
https://www.shadertoy.com/view/Mds3Rn
And another favorite:
https://www.shadertoy.com/view/lsf3zr
And this one is responsive to music:
https://www.shadertoy.com/view/Msl3Rr
This shows a shader sandbox like those above that works on a Raspberry Pi:
http://www.youtube.com/watch?v=rBDgNZCSgyM
And I found another RasPi shader sandbox that has a much larger awesome psychedelic shader collections. And a surprising amount of the shaders at the above online links also work on my RasPi too.
Needless to say, I have become a big fan of raymarching, as shown in those online shaders. Try changing the code a little and see how it affects the animation in those (and other) shaders.
:D - obzenExpert Protegegreat, thx.
- corysamaHonored GuestThis is not real time, but someone has already rendered a fly through and put the render through a Rift lens warp.
http://www.youtube.com/watch?v=gHcGOZvJODI - PatHightreeHonored GuestShaderToy is an awesome source inspiration and resource.
It was made (amongst others) by the incredible Iñigo Quilez and he has made a commitment to publish a shader there every week! His site is also a treasure trove of demo coding render knowledge.
I am currently working on this, porting shaders from ShaderToy to the Rift.
So far I have this shader working inside Unity with navigation working (keyboard, mouse and SpaceNavigator).
The dual camera's and distortion shader are in, but I still have to figure out how to do skewed frustum rendering in ray marching, also head tracking is still on the todo list.
I have no Rift yet to test it with, but when I get some non-brain-braking results I'll be sure to publish it. - obzenExpert ProtegeI'm gonna have to delve deeper into render / shaders, since I'm not a graphics coder. But the Rift sounds like it's pretty much made for exploring those weird worlds. I was also thinking of working on more realistic particle systems that would stand the scrutiny.
I wish I was a student again, and have more time than sense. - jwilkinsExplorerOh wow, ShaderToy just made my day.
- geekmasterProtege
"corysama" wrote:
This is not real time, but someone has already rendered a fly through and put the render through a Rift lens warp.
http://www.youtube.com/watch?v=gHcGOZvJODI
Thanks for that link! I got started on tweaking Boxplorer for the Rift before I got my Rift DK, but after I got my Rift DK I forgot all about Boxplorer! Thanks for the reminder!
And that youtube video has a link to the "Riftified" Boxplorer2 source code:
https://code.google.com/p/boxplorer2/downloads/list
I am not sure if it has head tracker code yet, but if not, I plan to add it. :D - geekmasterProtegeHere is another GLSL shader sandbox with many more examples:
http://glsl.heroku.com/
And more:
http://webglplayground.net/
http://codedstructure.net/projects/webgl_shader_lab/
http://www.selfshadow.com/sandbox/gloss.html
http://www.mrdoob.com/projects/htmleditor/
An offline version (just download, and view the HTML file):
https://github.com/typeclassy/shader-sandbox - drashHeroic ExplorerShaderToy.... wow I'm just blown away. Blown away that shaders can do so much, blown away at how beautiful life and mathematics are. :)
"PatHightree" wrote:
I am currently working on this, porting shaders from ShaderToy to the Rift.
So far I have this shader working inside Unity with navigation working (keyboard, mouse and SpaceNavigator).
The dual camera's and distortion shader are in, but I still have to figure out how to do skewed frustum rendering in ray marching, also head tracking is still on the todo list.
I have no Rift yet to test it with, but when I get some non-brain-braking results I'll be sure to publish it.
Amazing, I wish you good luck on this! I can't wait. - geekmasterProtegeSlide your mouse a little left and right while running this shader, and that is your left and right eye viewpoints:
http://glsl.heroku.com/e#8511.9
It looks a bit like OculusRoomTiny, eh? But all running in a shader...
And of course you can make changes to the overlaid source code, and see the effects on the animation almost instantly. This could quite easily be "Riftified". I already modified a fancy Hiroku shader to give just such SBS views with partial overlap for a GLSL shader, tested working on my Raspberry Pi (and it looks great in my Rift DK).
I will try to Riftify this one linked above too, soon...
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