Displaying pre-distorted webcam images
Hi all,
this topic has been discussed at MTBS3D before, but there doesn't seem to a be a conclusion yet.
The idea is to use a webcam (or 2) to capture stereoscopic images and pipe them through to the Rift. Obviously the Rift needs images with barrel distortion applied, so one way of achieving that is distorting the webcam images in software.
A conceptually easier and time (=latency) saving approach could be to use lenses in front of the webcam which have the exact inverse properties of the Oculus lenses. That would distort the pictures without any software transformation and basically result in zero lag. I realise that once the Oculus consumer version comes out, new lenses may have to be used. In that sense software transformation is easier to adapt, but I'd still like to look into the hardware solution.
Has someone experimented with the Oculus lenses or has the specs for them? Once my dev kit arrives I could get the lenses measures and purchase/produce "inverse" lenses to achieve the effect, but I was wondering if anyone already had that kind of information. My hope is that Oculus uses lenses with standard properties that can simply be purchased from an optics provider.
Cheers
this topic has been discussed at MTBS3D before, but there doesn't seem to a be a conclusion yet.
The idea is to use a webcam (or 2) to capture stereoscopic images and pipe them through to the Rift. Obviously the Rift needs images with barrel distortion applied, so one way of achieving that is distorting the webcam images in software.
A conceptually easier and time (=latency) saving approach could be to use lenses in front of the webcam which have the exact inverse properties of the Oculus lenses. That would distort the pictures without any software transformation and basically result in zero lag. I realise that once the Oculus consumer version comes out, new lenses may have to be used. In that sense software transformation is easier to adapt, but I'd still like to look into the hardware solution.
Has someone experimented with the Oculus lenses or has the specs for them? Once my dev kit arrives I could get the lenses measures and purchase/produce "inverse" lenses to achieve the effect, but I was wondering if anyone already had that kind of information. My hope is that Oculus uses lenses with standard properties that can simply be purchased from an optics provider.
Cheers
