PCVR/Link Development
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Hi all,I've been working on an HTML5 panoramic video player and I've added Oculus Rift support (you'll need to install the https://github.com/benvanik/vr.js plugin, else you'll get a regular pano video player).Requirements:* vr.js (see link above)* Chrome or FF (only sintel video works in FF)* webGL enabledScreenshot: http://ishallbereleased.com/images/projects/videojs-vr-screenshot.jpgHere's the source: https://github.com/slawrence/videojs-vrHere's the demo: http://www.ishallbereleased.com/static/projects/video/I've never hosted vids on aws before, so I'm not sure how fast streaming will be.There are probably lots of issues so feel free to create them on github and/or contribute!Sean
Just a suggestion with the C API, it would be nice to be able to disable the distortion when using SDK distortion rendering. This would allow us to easily turn off distortion rather than have a totally separate code path and custom rendering to a Quad on our side.void ovrHmd_EndFrame(ovrHmd hmd, bool performDistortion = true)Or the flag could be passed in BeginFrame instead if it helps. Just a thought!Guy
https://github.com/wwwtyro/node-ovrsdkIt includes a small example of acquiring the orientation from the rift and printing it to the console.It's not by any means feature-complete, but it's enough to get started (I used it to build this billiards game).Let me know if you have any issues with it, or even better, if you make something with it.I hope to post a hello world tutorial using this, node webkit, and THREE.js within the next few days.
"The Walls of Perception" - Stereoscopic 3DVR Gallery for Oculus RIFT/DK2http://www.cwm3d.com/walls3d.htmlRIFT/DK2 DEMO - Win(66MB) & WebDemo2D(46MB)(Testing Only)* 39 Stereoscopic Pairs (78 Total Images)* Features Works From: Tim Farrell, Boris Starosta, Wim Hoppenbrouwers, Masuji Suto (Muttyan)* Objects From: Smithsonian X 3D - http://3d.si.edu/ (Reconstructed in lower resolution) Thanks to devs on this forum for encouraging progress!
Hi,i've implementend body movement with GLUT for my avatar with w,s,a,d keys. When i turn my head or move the body of my avatar separately it works very well, but doing the two actions combined it's easy to notice a huge "shaking" in the camera movement causing a very disturbing motion sickness.This is how i calculate my modelviewmatrix and how i set up it on my two cameras: float HeadPitch, HeadRoll, HeadYaw; OculusVR->getEyePosition(&HeadYaw,&HeadPitch, &HeadRoll); ovrFrameTiming hmdFrameTiming = ovrHmd_BeginFrame(OculusVR->HMD, 0); EyePos.y = ovrHmd_GetFloat(OculusVR->HMD, OVR_KEY_EYE_HEIGHT, EyePos.y); //Move on Eye pos from controls OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(HeadYaw); Vector3f orientationVector = yawRotate.Transform(localMoveVector); orientationVector *= MoveSpeed; EyePos += orientationVector; for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) { OculusVR->eye = OculusVR->HMDDesc.EyeRenderOrder[eyeIn
Hello,we´re building a system using a webcam, at the position of (let´s say the right eye, one is sufficient for us) capturing an image and showing it at the rift. This should be as realistic as possible, meaning the person who´s wearing the system should be able to grab for example a mug or shake another persons hand.To do so we carefully chose the webcam and the lens and adjusted the angle of the captured imaged to be the same as the actual fov of the rift.(by the way we´re using dk1 with sdk 0.2).To match the rifts fov we had to apply a wide angle camera lens on instead of the actual lens of the original webcam lense.Unfortunately this gives us some distortion we´d like to correct.We got our distortion coefficients using opencv but we´re not sure what´s the best method implementing the lens correction. Using opencv would mean to perform the lens correction on every frame, which might introduce a lot of latency into our system and make it really difficult for the user to grab objects
Does the Oculus SDK support multiplexed textures (from OpenGL)?Or would you need to implement your own distortion shaders, etc. to achieve that?Thank you.
[EDIT] This now has a demo, but I'll keep the link here up to date.Download demo (Updated to 12 Meg. Ver 0.50 on the Twentieth of June in the Year Twenty-Thirteen)).Hi All,I haven't got my Rift yet (UK near the end of the Kickstarter), but have been following the goings on with interest.I've started to have a go at doing some CUDA based ray-tracing for VR and have managed to get some basic stuff going.Rather than warping a resulting image I've made a start at modeling the lenses in the ray projection code. (no texturing or shadows yet, just trying to get the distortion and stereo going.)This is what I've got so far. It's probably waaaay out, but until I get my one, I'm flying blind. :D Note: It's a bit wide to see in the post, you may need to open the image in another tab to see the entire screen.
Check this out :)http://www.roadtovr.com/go-safari-award-winning-cyberith-virtualizer-kickstarter-campaign-imminent-video/
Hello,I don't know if you share my thoughs about this but as long as oculus rift will continue to propose optical directionnal position tracking, ODT won't have any future, as rift will be dedicated for a sitted static experience.I have already made a suggestion on this topic :viewtopic.php?f=26&t=7178The idea would be to have the webcam placed on TOP of us.of course, it wouldn't be good to have to "stuck" it in the roof, butwith some structure like this :https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTUbe9CHYq-SZ6qOD_PqTVdLKs9R1xYJllHE5c_x0h7KD4YIJkAZwor anything like that :http://image.architonic.com/img_pro2-1/120/5945/226-lamp-gras-hd4-b.jpgTo hold the webcam on top of our head, would be a good idea to still have a 360° movment.without changing anything of the oculus technology (maybe addind one or two led on the top or back of the head ?)This structure could be included in the ODT.but without this, how do you people think the ODT can succeed ?
Hey simple question here.Using the Rift, how can I make my rotation in Unity be controlled by the rifts head tracking? So looking left turns you left while looking right turns you right? I want this as an alternative to controlling rotation with the controller.Thanks!
Hey there.No idea why I'm having this issue as last night it seemed to work fine.Basically when I drag in the Oculus Controller in Unity and put in my Hydra prefab with a hand to move about, the hand doesn't get picked up. Pressed start does nothing.However when I disable the oculus prefab and try it with just one camera it seems to work.Any ideas?
There is a website that has a side-by-side version of Google Earth (http://earth-api-samples.googlecode.com/svn/trunk/demos/stereo/stereo.html) that allows one to view Google Earth in 3D by crossing your eyes. Is there an app that will just do the Oculus Rift distortion on such things? I know there are apps that do this with videos and games and stuff, but this website is none of those. As I recall, it uses the Google Earth Plugin to display its images.It seems to me that the distortion is all you'd need to be able to view this with the Rift and not have to cross your eyes. So has anything like this been developed? If not, would it be very difficult to do? Thanks.
Hello everyone! I work for the US Navy at a submarine base. I'm currently trying to kick around the idea of using virtual reality as an assessment and training tool. However, I'm naive to the cost of development for a virtual environment that can be experienced with the Oculus Rift. Without a rough estimate, it's going to be difficult to get funding for a project.What I need to know is how much it would cost (and how long it would take) to develop a virtual setting that simulates a submarine. I envision a long corridor with 5 or so small rooms on each side. Ideally, I'd like to have a virtual submarine that induces the claustrophobia and anxiety that occurs within a submarine. I wouldn't need significant interaction with the environment at first, just to have if feel real enough to make whoever is using it think they are in a submarine. I know that's likely not enough detail to get a good answer, but ask me anything and I'll answer it to the best of my ability. Thank you for any guidan
A real wand. Like Harry Potter. You know, a short thin stick.A wand is better than hand-gestures because it has a more precise point and position. A wand is light. A wand can vibrate to simulate tapping-contact in the VR world. A wand can also have a small button at the base, allowing activation.Entire VR GUIs can be built around a wands tracing paths in space. To open a door, activate the wand and swipe left. To unlock a door, trace circle-pattern on the doorknob. Sky is the limit.VR is a magic-like simulation of reality. A wand capitalizes upon the essential god-like powers we have over our VR world.If someone isn't already working on this, please do steal this idea.
I'm trying to implement head movement to my Oculus Based OpenSG (an OpenGl graphic engine) application. I noticed that head movement are too fast when i'm looking forward and it does not work when i turn my head over 60-70°degree far from the forward position. What i'm doing is setting my camera Fov as suggested by the SDK, making two different cameras with -OVR_DEFAULT_IPD/2 and OVR_DEFAULT_IPD/2 sitance from x axis. This is how i set up my cameras://other boring stuff//setting camera beacon leftM.setTranslate(Vec3f(-(OVR_DEFAULT_IPD)/2,0,20)); rightM.setTranslate(Vec3f((OVR_DEFAULT_IPD)/2,0,20));//code//Setting camerasbeginEditCP(leftCamera); leftCamera->setBeacon(leftCamBeacon); leftCamera->setFov(OculusVR->getLeftEyeFov()); leftCamera->setNear(0.3); leftCamera->setFar(100); endEditCP(leftCamera); //same stuff for the other one beginEditCP(rightCamera); rightCamera->setBeacon(rightCamBeacon); rightCamera->setFov(OculusVR->getRightEyeFov()); rig
I'd like to integrate the Oculus Unity Plug-in into a Unity Project. However, I'd like to only allow rotation about the vertical y-axis. Is there a way to use the plugin while restricting this movement?
All,I have head tracking working in a Unity project of mine. I've been thinking of using the hydra (Teddy's scripts, or something else) for body tracking, and it made me realize there's a little problem there to solve.In my project, the OVRCameraController is the child of the PlayerController. The PlayerController handles turning of the body/feet and the OVRCC handles rotation of the view/head as some degree offset of the player body. Without body tracking, the player's real body is always facing the keyboard/hydra receiver, and the head is +/- degrees off of that vector. Easy enough. The player's virtual body is turned via the controller/mouse/whatever, but their real body is homed to the keyboard, so we always know what forward is. If the head is looking 20 degrees to the right (of the keyboard), and the virtual body - whatever the rotation of the body now is, the head is still 20 degrees to the right. However, if we use a body tracker, then the rotation of the head needs to b
Hello,Question for OpenGL programmers: Did you have to modify your GLSL shaders to interact with Oculus Rift's SDK?I am currently getting a black screen; I am not sure if it is because I have shader code that isn't sending the output color information to the right place.Thank you.
recipe: 4$ storage box, 3$ can of spray foam, 5$ hollow broom handle sturdy , 4$ 1inch cut 2feet of tubing.. needed: adhesive for camera or whatever using this for the tubing lets the camera or whatever slide up and down veritcallythe lamp from lifehacker better idea for the costhttps://www.youtube.com/watch?v=rNn5lTBk4Wkthis also works for an upgrade to a http://www.amazon.com/Printrbot-Simple-Printer-Filament-1-75mm/dp/B00HLSR0O8/ref=sr_1_1?ie=UTF8&qid=1399915890&sr=8-1&keywords=printrbotto make a very large scale 3d printer.. needs strong drive pulleys for 5$ per meterhttp://www.ebay.com/itm/221383281773 next you use a vertical axis x2 so x4 of the vertical axis bars but only 2 with the foam crate supportas your printer goes down vertically to the minimum point, raising the vertical smooth rod is beneficial to give room for horizontal axis and less loss of vertical print abilitythe first print is the longstrap vertical supportsor whatever if you don't need vertical print
Hi all,I'm looking for some guidance here.I bought the Rift to play games like many on this forum, and found the experience so compelling that I decided to learn to create my own content. Now the thing is, I had zero experience with programming or 3D modelling a few month ago. Not really knowing where to start, I started looking at various tutorials and online courses and picked up some 3D modelling/animation skills over time. Now I am at the point where I have a decent grasp on how to make meshes and animate them, create materials, textures, environments etc.I am looking forward to the next step, which would be to transpose those environments I create into a game engine so that I can make it a playable experience. I am not completely naive, I know I am not going to create a real game - I just want to be able to walk around the environment I create in VR mode and add a few simple interaction with it - opening doors... rotating stuff... I don't know.Obviously I am not going to learn C++
So I've been watching the recent Oculus videos from GDC etc. and would like to post a couple of thoughts/observations here around a couple of the issues highlighted.Creating a realistic sense of movement when moving around in VR.I hope I'm not teaching anyone to suck eggs when I say this but my thoughts would be to look at the biomechanics of the human body then apply them to in-game locomotion with some tweaking. What do I mean?, well when the human body is in motion as we all know the head isn't static it rolls slightly, it moves from side to side and it goes up and down. The variation of this will be dependent on the individuals speed, height, posture and to a lesser extent weight. Would it not be possible using say a treadmill to track these movements at various speeds and in transition from one speed to another (walking to running etc.) then map them into a movement mechanic?. (just re-read this, I'm not suggesting each user has to get this data individually, but a generic data se
So I updated RiftDotNet to use the new Oculus SDK 0.3.1 at https://github.com/vogelvision/RiftDotNet. I've been trying to get it working with XNA 4.0 but am unable to get the Distortion Mesh shader working correctly. For some reason the screen is always black with it tries to render the Distortion mesh. I know the render target is getting set correctly for the scene as I can draw it directly using a sprite batch. I've uploaded my full code to https://dl.dropboxusercontent.com/u/1856355/OVR_031_XNA4_Test.zip. I'm using the client rendering setup as defined in the documentation for the SDK. My render target is 2222 x 1553 pixels and I'm using the following fx file for my pixel and vertex shader:// pixel shader paramsTexture2D Texture : register(t0); SamplerState Linear : register(s0); uniform extern int timeWarpEnabled = 0;// vertex shader paramsfloat2 EyeToSourceUVScale;
I'm using the RiftDotNet libraries and the code from this tutorial: http://visualstudiomagazine.com/articles/2013/12/02/building-a-virtual-reality-game-part-2.aspx(It's for an old XNA project, not MonoGame.)But I'm getting a TypeInitializationExeption "The type initializer for 'RiftDotNet.Factory' threw an exception." when the new HMDManager() is created in Initialize().Is anyone else having this problem, or using RiftDotNet and got it working?
On the Oculus subreddit I have a new post about a brushless gimbal stabilizer rig I have built for my Gopro/Sunex stereo 180 video camera http://www.reddit.com/r/oculus/comments/23k4zk/brushless_gimbal_stabilization_for_immersive/https://www.youtube.com/watch?v=6KgSwhdYthE&hd=1-- and links to a recent equirectangular video software stabilization methodhttp://www.dalaifelinto.com/?p=966
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