PCVR/Link Development
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I am looking for a software to view few Stereo panoramas like a virtual tour experience like thishttps://share.oculusvr.com/app/viewport-vr-panoramic-experience
I was originally looking in Ohio, but I realize I may need to cast a wider net to find the talent I'm looking for.I have been in the dental sales field for 11 years, and I am currently an equipment sales rep for one of the largest dental equipment and supply companies in the country. I have contacts at the other 2 big players as well. You can view my LinkedIn profile here: https://www.linkedin.com/profile/view?id=80502938I am looking to have some initial meetings with an Oculus Rift developer, an expert in dental office design/layout, and a 3D Autocad designer (I already have these individuals picked out). The idea is to bring 3D autocad dental office floorplans into the VR world, allowing dentists to enter and virtually tour their new dental office before ground is broken. I work in dental office design now, and have mentioned this concept to countless dentists who agree that this needs to happen. Offering this technology as an initial exclusive to a large dental distributor would giv
I have two "Has this idea occurred?" type questions, which depend on a good understanding of stereo, focus-pulling and the difference between them. So I brought them here even though neither would have 'stereo' in its title without forcing it in.Augmented reality headsets, starting with... Reality headsets! (I would go to work and drive my car in one)Searching the forums, I see evidence of people putting cameras on headsets for the beginnings of augmented reality, a good starting point that makes it look a lot closer than Google Glass does. But I hear talk of 'impossible' physics problems, because you can't get the camera to the correct eye position, with the Rift being in the way.Have tricks with mirrors occurred to anyone experimenting with this? TARDIS-like spatial shenanigans can be achieved for light only, using mirrors. 45 degree mirrors facing outwards towards inwardly facing cameras could surely do the trick. The mirrors would have to be large enough to cover the FOV of each ca
It would be so useful to get control of the rotation Pivot (neck base), as well as Camera tracker Pivot for further releases.More pivots = Happy developers.For now, if anyone knows how to... I would much appreciate it.
Hi all,My primary focus in VR is avatar control and I think I have some good solutions for it, but one thing that still challenges me are movements which are possible in the real work, but not in the virtual world.You may be familiar with the case where you move your virtual head into a wall using positional tracking. A good solution for this is to black out the screen in that case. However I do have a number of more challenging cases and I am curious about your possible solutions for it.I will describe the cases today and will give my suggestions tomorrow such that you can response in an unbiased way.1. standing in front of a table and stepping forward. Your your lower body parts/legs will move into the table.2a. standing in front of a hanging beam at head-height and stepping forward. Your head will move into the beam2b. After 2a, then squatting down. Your head will move out of the beam at the bottom. Or will you still be in front of the beam2c. After 2b. stand up again. Your head wil
So I need to be able to mirror for a demo this weekend and Open Broadcaster is not an option on my laptop. I decided to implement my own mirroring directly in my program to get by. I use extended mode, create a second window and render my texture which I also pass into the SDK to it. I have it usable and found out some interesting things along the way. 1. I cannot have the Rift as my primary display. If I do, I get judder/low fps. Setting the mirror monitor as primary works.2. Rift must be at 60 Hz. Otherwise I get judder.3. If I change Hz settings while the Rift is active, I get blur instead of judder. To fix this I have to set the Rift as primary and then set the mirror monitor back to primary.5. If I change monitor location settings (1 of 2 etc) while the Rift is active I lose Hz settings. I have to set the HZ, which triggers item 3, so then set Rift as primary, and mirror as primary again.I have seen some of this mentioned before, but not the Rift cannot be primary. Thought it mig
I need to use the procedureHmdRenderInfo GenerateHmdRenderInfoFromHmdInfo ( HMDInfo const &hmdInfo, Profile const *profile, DistortionEqnType distortionType /*= Distortion_CatmullRom10*/, EyeCupType eyeCupOverride /*= EyeCup_LAST*/ )in OVR_Stereo.h/cpp. In the .h file it says that the profile parameter can be NULL, but in the actual code it is required. I think I found the profile files in the C:/Users/.../AppData/Local/Oculus directory, namely, ConfigUtilSettings.json and ProfileDB.json. Which is actually my profile? What is the "official" way to get this profile for use with the GenerateHmdRenderInfoFromHmdInfo procedure?
I've started to notice that the moment I put in the Oculus Asset, the game becomes impossibly slow. There is almost nothing in the game and yet it slows down an insane amount. Also, turning isn't the best. Movement is also laggy, and I can't even :D Also I can't get jumping smooth.I'm relatively new to the Rift SDK, can anyone help me with this? This sounds kind of like a latency issue but I'm not sure.This is what I plan to do:- to solve turning and looking lag, I want to create deadzones so that it only turns if the gyroscope experiences more than say 5 degrees of change- to solve movement lag, I have no idea at all- because jumping isn't smooth, I'm not going to use it at allBy the way, lag may seem like a simple issue, but my plans are for a large multiplayer horror game in which lag would pose a very serious issue to gameplay.
Hello-Recently we've installed a VR experience space on an exhibition by Jung Yeondoo in Mito, Japan.How it works:- People walk through the corridor in which garbages are arranged on both sides, while holding an OVR DK2 connected to a laptop.- When people look the garbages through the OVR, they see the things of nature - trees, waterfalls, river, etc.Collaborating with the team in Seoul National University (Music and Audio Research Group),positional tracking in the corridor could be achieved.DK2 was so unstable on the laptop, but we finally succeeded integating it to our system.(I hope the stable SDK and runtime be released as soon as possible so we can stablize our work using it.)However, as expected, yaw drift occurs as walking through the corridor.The garbages include much meterials which can interfere magnetic field, so can think MagYawCorrection does not work.But, when update DK2 firmware using OculusConfigUtil, yaw keeps correct until 4 or 5 times of moving through the corridor.(
It looks like the Oculus VR service is opening the DK1-era latency tester in exclusive mode as soon as the device is connected, preventing SDK 0.2.5c applications from being able to use it. Specifically, the call to CreateFile() inside of HIDDeviceManager::CreateHIDFile() is failing and throwing the Win32 ERROR_SHARING_VIOLATION (0x20) code when trying to open the Latency Tester when OVRServer is running. If I kill OVRServer and run my program quickly before it respawns, Latency Tester enumeration succeeds (and then fails again when I try running after OVRServer is back online). I'm trying to use such an old SDK to access the standalone latency tester because there doesn't seem to be any way to talk to it with a modern SDK. The current SDK's latency test code seems to go through the sensor fusion system, which requires an HMD device (and the fake HMD option seems hardwired to report no latency tester). I totally understand (and agree) with the likely reasons for dropping support from t
Greertings EveryoneRecently got my DK2 and in my excitement I ran out to best buy and picked up a pair of Go Pro Silvers. As I look throughout the forum topics I see that most people simply go with the black edition. I plan to film some pole-dancing vidoes and from what I've seen on other sites 60fps looked excellent. Do I need more than that? Also, is it possible to use the positional tracker to move around in video? Looking for about 180 degrees left to right and about 90 up and down. If so, what software would you recommend?Any advice would be highly appreciated. Thank you.
http://www.kickstarter.com/projects/occipital/structure-sensor-capture-the-world-in-3dDoing well on Kickstarter at the momentHere is a short video of it with the Rift and 3Gear hand tracking
A bit off topic for this forum but what are your profilers-of-choice for your applications? In a Windows/VisualStudio/OpenGL/(OpenCL)/OculusSDK environment. gDebugger?Would like to find my bottlenecks and get my performance up to the magic 75fps.Thanks, Daniel Dekkers
I keep talking to other devs that mention all these VR projects they have that are only half-done before they got sidetracked by life or other projects. And some of these projects sound REALLY interesting. Stuff that should see the light of day!So... how many here have projects or demos in an unfinished state? I'd love to hear some of the things that have been worked on, what's stopping them from being finished, and maybe we can all convince each other to set aside a little time to see them through? :)
I realise "Development" can mean a lot of things, but I'm a *programmer* trying to use the SDK, compile/modify the mostly undocumented samples, and write my own application. These forums just don't work for that requirement - is there anywhere else? Most of these forums are full of 'how do I get my Rift to work' posts. The Unity/UE4 forums might be ok but they're all about those particular platforms.Is it just me? I could use a forum where DirectX or OpenGL programmers could discuss Rift programming issues without that getting ignored or buried in the 'user' noise, if I've failed to spot exactly that forum then please let me know how dumb I am.
Hi,The older simple OpenGL example converted to 0.4.3 beta. Just uses GLEW, GLFW and the OculusSDK.Slight "ghosting" in the image when you move your head fast and Time Warp is enabled.Thanks, Daniel DekkersEDIT: Fixed bug where EyeIndex was used instead of Eye in the setup of the textures.EDIT: Back to a single FBO for both eyes because Oculus seems to favor it and it avoids the FBO struct which makes the order in which setup of the various components is performed slightly more clear.EDIT: Support Extended Desktop mode as well as Direct mode. OS X only supports extended mode until now (SDK 0.4.3).EDIT: Cleanup the FBO.EDIT: Some reordering to more closely follow the setup sequence in the Oculus examples. Added simple camera position so you can walk around a bit.// GLFWOculusRiftTest// (c) cThrough 2014 (Daniel Dekkers)// Version 2014111400 Based on DK2, OculusSDK 4.0.3 beta#include <GL/glew.h>#if defined(_WIN32) #include <Windows.h> #define GLFW_EXPOSE_NATIVE_WIN32 #define
The program I have developed for the Rift (which uses OpenGL) needs the ability to pick objectswith the mouse. What one needs is a map M which maps pixel coordinates (x,y) on the Window ormonitor screen to pixel coordinates (x',y') in the texture buffer (pRenderTargetTexture ofrenderDevice). In DK 1 with client distortion rendering, I defined this mapping M myself using theinformation we were given about the distortion map. However, the recommended approachfor DK 2 is to let the SDK do the distortion rather than do client distortion rendering. If the distortionis going to be hidden in the SDK, then it seems to me that the SDK should also supply the map M.My question therefore is: Does the Oculus development team have plans to do this for the SDK?(I am not aware of the map M being available currently.)At the moment I will write the map M for DK 2 myself on the assumption that the mathematicsfor the distortion has not changed. But who knows what kind of distortion maps will be used infut
Hey just watched a little teaser on YouTube of the IGS glove from Animazoo when used in the Tuscany demo by BrandonJlahttp://youtu.be/LPszKhewSecI have known about this glove for quite some time but never really seen it used in real demos except animazoos own demo.It looks awesome but when looking at the ridonkulous price tag of 13 000$ for the wired edition and 18 000$ for the wireless it just seems impossible to get (Although this is the price from approximately 3 years ago it may have changed since then).What is it that is so crazy expensive?Are their sensors made of gold and platina or something? :D
Direct Mode allows "Mirror to Window" (e.g. this post. Clearly useful for debug when you're messing with the non-3d bits of your code.I've found it being used in the OculusWorldDemo, and can probably reverse-engineer that, but is there documentation or notes somewhere explaining its use? I've googled but nada...thanks.
Hey Guys, I am trying to run OculusWorldDemo, but I always get NO HMD DETECTED on the demo. I have a DK2, ubuntu 12.0.4 and I am trying using the new sdk 04.3, but I get the following when I first try to run ./oculusd:$ ./oculusd ./oculusd: /lib/x86_64-linux-gnu/libudev.so.1: no version information available (required by ./oculusd)Error: {ERR-014} [NetServer] Unable to start listening socketOVR::DeviceManagerThread - running (ThreadId=0x7fa20e7e2700).OVR::DeviceManager - initialized.OVR::Linux::HIDDevice - Opened '/dev/hidraw3' Manufacturer:'Oculus VR, Inc.' Product:'Rift DK2' Serial#:'MSCEM6R6K9DA3R00Y100'Error: [HIDDevice] GetFeatureReport 4 failedOVR::Linux::HIDDevice - HID Device Closed '/dev/hidraw3'OVR::Linux::HIDDevice - HIDShutdown '/dev/hidraw3'Error: {ERR-023} [TrackingManager] Unable to create detected HMD sensor deviceand $ ./RiftConfigUtil ./RiftConfigUtil: /lib/x86_64-linux-gnu/libudev.so.1: no version information available (required by ./RiftConfigUt
B2B: 73832@macpunk.com1.0 Introduction to the series2.0 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - introduction2.1 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - short “how to”2.2 Stop light from exiting and illuminating the outer Head Mounted Display (DK2) lens ring - addition (update!)3.0 Introduction to light pollution in the Head Mounted Display (DK2) panel chamber (update!) (update!)3.1 Low reflexive coatings for the Head Mounted Display (DK2) panel chamber - introduction (update!)3.2 Low reflexive Duvetyne (Molton) for the Head Mounted Display (DK2) panel chamber - introduction (update!)3.3 Low reflexive Duvetyne (Molton) for the Head Mounted Display (DK2) panel chamber - short “how to” (update!)4.0 Light control in a Head Mounted Display panel chamber via filters - introduction (patent pending for 4.x) (update!)4.1 Naturally polarized Head Mounted Display chamber/panel reflections filtered
Howdy!I noticed that LibOVR can be a bit uncooperative at times, so I decided to make a really simple example using D3D11, Direct to HMD rendering and optional multisampling.https://github.com/poppeman/simpleovrIt consists mostly of a single function without wrappers and utility functions, so it should be copy-paste-friendly and relatively easy to follow. It's tested on nVidia & AMD and I've tried writing down any pitfalls I encountered.If you intend to compile it yourself, you'll need to point at the LibOVR source and library manually but other than that there shouldn't be any tricky external dependencies.
Hi,I'm having a problem with rotation tracking - but before I get to the current issue, let me describe an issue I had during initial integration as I have a rumble in my tummy that my solution was entirely inappropriate and is now coming back to bite me...So when I did the first integration to DK2 I simply read the values back using basically the same code as from the example in the documentation. I swapped it in-place over the top of a previous DK1 implementation that worked great.It basically did the trick - with one exception, all the axis were reporting about 50% of their actual movement, so if I looked 90 degrees to the right physically, my view port would only have moved 45 degrees.You can imagine my solution - multiply all the rotations by two. Yay, now all the rotations go all the way! :)So... with that knowledge in-hand, let me describe the current issue.If I look forward and then look up and down - all is good.If I look 90 degrees to the left or right and then look up and
I updated the demo to work with the new SDK. You can access the source code here.
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