PCVR/Link Development
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Hi everyone, I was wondering if anyone might be able to help me with a mini-project I'm working on. I was wondering how easy it would be to add some objects to the sixense tuscany demo. I have VRML2.0 files of 3D reconstructions of parts of neurons that we put together from series of electron microscope images. Our lab specializes in serial section reconstruction of electronmicrographs of hippocampal tissue to study learning and memory at the level of single synapses and dendritic spines. I would like to eventually reconstruct an entire pyramidal neuron complete with all intracellular organelles and cytoskeletal structures (which are readily visible in our electron microscope).The VRML 2.0 files I have are from segments of oblique dendrites from hippocampal area CA1 and are up to about 5 micrometers in length. This 3D reconstruction spans several hundred ultrasections, each one is actually about 45 nanometers thick, so you can imagine that it would take an enormous amount of work to re
Hi folks, I'm on a bit of a crash course with Three.Js and the Oculus, having fun though :)If someone could take a look at the following and let me know what I've done wrong I would really appreciate it, I've searched and re-made this too many time now. Only works in Chrome, and needs oculus bridge if you actually want to use it properly. http://www.oculus-world.com/webb/The JS source can be seen on the help button 'webbunny.js' It starts off in Rift mode and the screens are black, if you click 'switch mode' you'll see a website rendered. I'm basically trying to get the website viewable when you switch to riftcam mode. I have noticed that is it kind of there as you can move your mouse over the black box and it will turn into a text cursor as it knows it's over the text on the website. If there's no fix but a different way to accomplish what I'm trying I would love to know! Thanks,Lee
Just pledged for the early bird on this full body motion system. Looks very cool and perfect for my project.http://www.kickstarter.com/projects/yeitechnology/priovr-get-your-ideas-movinghttp://www.roadtovr.com/2013/09/03/priovr-virtual-reality-motion-capture-kickstarter-450-7779
Hi folks,so, like I've already mentioned in the introduction thread, I will write my bachelor thesis about building a telepresence roboter/platform. It's planned to have a Bumblebee 2 stereo camera mounted on top that's gonna be coupled with the Rift. The Bumblebee's mount will be able to rotate the cam around the required three axis for head tracking. Because of this attempt to use a stereo camera with the rift, I need some specs: How fast is the head tracker? What's the maximum, like, RPM in every axis that it can handle? I need this to select servo motors for the camera mount. I probably need additional lenses on the stereo camera that distort the images in a way that it fits the optics of the Rift. What lens would that be? What do I need to calculate the focal distance of the additional lenses?That's it for now... however, I presume there's more to come.Thanks a lot!Cheers,Hendrik
Just a little pre-Kickstarter teaser... ;) Check out the updated Tactical Haptics website and sneak peek at the next generation Reactive Grip™ Motion Controller that will be compatible with the sixense STEM tracking system as well as other clip-on trackers such as the Razer Hydra. More info at:http://tacticalhaptics.com/http://tacticalhaptics.com/new-reactive-grip-motion-controller/ReactiveGrip-3x4.jpg
Anyone know a good way to view these? I've been doing some tests with rendering 3d 360 still images. Since I believe it's not possible at the moment to create a pair of 360 renders, I'd be happy just being able to shift the views with the depth pass. Does the depth pass need to be a specific depth to generate the correct image?I'm using vray with 3dsmax, in case someone want's to code me a special 3d camera that renders a pair of 360 degree images :)
I've just pushed a new Java example for rendering to the Rift to my public example repository here. There are three individual subprojects, each defined using a Maven pom.xml file.The first project is One in /resources. This holds all my non-code resources, like the shader definitions, images and meshes. It's a little oddly defined because it's intended to share the non-code resources with my C++ projects. You can import the project into Eclipse, but you may need to manually set up the classpath so that the resources are found properly (Eclipse doesn't seem to do it correctly even though the Maven jar file is properly built.The second project is in /java/Glamour. This is a set of OpenGL wrappers to make GL object and shader management suck less, similar to a set of template classes I use in C++. Shaders, textures, framebuffers, vertex buffers, and vertex arrays are all encapsulated.The last project is in /java/Rifty. This is Rift specific stuff, unsurprisingly. There is a with
Hi all,I'm going to see my eye doctor next week and was wondering what measurements I could ask for besides IPD that are pertinent to VR and the Oculus in particular? Not being an expert on any of this I'm curious to hear all thoughts.
Please see link for additional info - while currently in beta stages of development, FPS Creator Reloaded is looking at OR support!http://fpscreator.thegamecreators.com/wordpress/?p=130
Hi there!In the past months I have been working to get my virtual hands interact with the environment. I am working on virtual time travel and in my opinion it is essential that you can interact with the environment realistically when have travelled to the past.I am now able to to pick up objects and move objects which are connected with hinges. Especially the latter is important because a lot of moveable objects are actually connected with hinges like doors, levers, knobs etc.There are still a few issues and improvements to make, but I can safely state that the concept is working:
Hi, we need someone to compile the binaries for Mac, there must be someone who can do this around here?Here are links to the sources:https://github.com/mabrowning/JRiftorhttps://code.google.com/p/jmonkeyengine-oculus-rift/source/browse/#svn%2Ftrunk%2Fcpp%253Fstate%253DclosedAny project is fine since they now both have Quaternion support!If the community doesn't step up can somebody at oculus spend 15 minutes so the 10+ million java developers in the world can use the rift 6 months after the release without having to buy a Mac, or is that too much to ask?
Hi there,As we know, low persistencedoes not work with 60 fps. As the screen flashes only once per frame and stays black until the next frames arrives, the flickering would be very annoying at 60 Hz. So we need 90-120 Hz to avoid this. If we just would use the same frame twice, we would just replace motion blur with heavy ghosting (the old frame could be seen twice on different places as we move our head).So do we really need a higher framerate (and those way much processing power and bandwidth) just to solve this? Maybe there is another solution. Shutter glasses (as they are used for 3D-TVs) refresh side only with 60 Hz in alternating order. As the user sees through both sides at once, the two frequencies 'add' to 120 Hz for the visual system (which seem to be the important point here).So the basic idea is, that we could just interleave the left and right perspective of TWO CONSECUTIVE frames in a way we get a "fake-120 fps"-Signal to the Rift:First, the LEFT PERSPECTIVE OF FRAME 1 wi
Just reading the Abrash presentation on VR and thinking about his mention that a 3ms persistence of vision is needed?What if each frame the game is rendered to a buffer with a wider FOV than the VR headset, this could in theory allow small head tracking movements to be shown within the 3ms window as minor adjustments to the viewport?
no im not talking about defeating vr sickness, im talking about eye dominance.the idea that the images from one of your eyes is somehow used more by your brain. does such a thing actually exist?via wikipedia, there are several similar tests to determine eyedness, the simplest and worst is as follows:1. hold your thumb out at arms length2. aim thumb at distant object with both eyes open3. close eyes alternatively.the eye in which both your thumb and the object are visible, on top of each other is your dominant eye.this test fails at #2, are you supposed to focus on your thumb, or on the object? either way you will see a double image on whatever you arent focused on, which double do you use to align the objects? thats what determines your eyedness in this test.there are other variants that are similar, like making an ok sign with your hand, and pointing it at a distant object such that it is contained within the circle between your thumb and pointer finger. with this method the other eye
Ok, maybe 'malformed' is a strong word, but anyway: As I just mentioned in another thread, my eyes are not at precisely the same height - ie, the pupils are not perfectly vertically aligned when my head 'feels' vertical.When I put on the DK1, the headset naturally sat such that my pupils were pretty well lined up with the pixel rows. But this meant that when I held my head upright, the screen door effect was at a slight but distracting angle. I found myself unconsciously tilting my head to line up the columns of pixels with vertical walls; I would keep noticing this and straightening up, only to be irritated anew by the slight angle of the screen door.Eventually I 'fixed' the problem by twisting the headset slightly on my face, so that it was perfectly horizontal when my head felt vertical. This fixed the misalignment of the screen door with in-game vertical, but A) it was a little uncomfortable, and B) I was a little concerned about long-term eye-strain, because my eyes needed to comp
http://theperegrine.com/videos/this plus enough tracking to tell open vs closed hand and position
So the hydra has been out of stock for a couple of months now. So even if we receive the Rift we still can't develop proper VR content (just non-VR adaptations, which won't get us anywhere). I think you need to fix this as soon as possible, can you please get Razer to add a 3rd sensor for the head to the hydra and mass produce it?Also, internally you should fix IPD storage and foam padding velcro.
While it maybe largely impossible to send signals from computer into your brain, barring surginal implants, and it mayremain so for some time.. I would imagine that all senses, exept perhaps taste could propably be stimulated by someform of external hardware pretty well anyway.. as long as your body don't move around...Imagine VR interface where you lay inside the device (think solarium.. or the system used to control the "Navibots" in the Avatar movie) but with imbedded headphones for audio and stereo displays for vision and hundreds or thousandsof computer controlled, pressurized air nozzles or something covering the interior to simulate the sense of touch to every part of your body and possibly some device that sprays various chemical combinations to your nose to simulate smell... I would imagine something like this could be build using the technology that exists today.. no ??And the motor control ??Looking at device like Emotiv EPOC..It can apparently tell your facial expressions b
For some reason I got to thinking about this, not sure why...Since the OR HMD is a closed space environment, there seems to be a "need" to see the real-world once in awhile, w/o taking off the rift. I'm wondering if this couldn't actually be implemented using Scaleform.Since Scaleform is based on Flash, and uses ActionScript.. you could use AS to call the webcam, and have the webcam view displayed.In the game's options settings, have a setting to allow the game to access the user's cameraWhen user access the "View RL", a window is displayed in-game of what their camera is seeingThe actual code samples for doing something like this: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d49.htmlThoughts on this concept? Would it work?
i've been using Vorpx to try out a few games and it has become quite apparent to me that some games just look way more 3D than others with the exact same Vorpx settings. Skyrim for example has an amazing depth and everything looks incredibly 3D. however other games, while they do work with Vorpx (even though they are not on their supported list), the 3D effect is just not nearly as pronounced, no matter what setting i use in Vorpx. and yes i've tried Tridef and it's the same thing, some games just don't seem to get that awesome 3D effect. This makes me think that there must be something in the game that allows for a better 3D effect? is this so? or is it just just a current limitation of programs like Vorpx and Tridef that just haven't added support for that particular game?
Just wondering if anyone has looked at X-Rebirth? I just found out about it and it would be killer in the Rift.http://www.youtube.com/watch?v=ypKKr44ZHcAI wonder if there will be support for this? Looks Fantastic!!
9 Months ago my wife and I implemented the Wii Balance board in UDK to explore it's use as an input for character movement. This is what we came up with: This one shows the variable speed a bit better: We stopped developing it when we reached this point because we didn't feel that further development without a HMD would be fruitful. Sensitivity can be increased significantly but it makes it really hard to see how it's working, it also makes stopping a little bit harder. Once we get our Rift we will get back to this, well after we port it to Unity.**update May 2** We've done a bit more work on this after getting our Rift and it's actually very compelling! once we get some Unity build issues sorted we will be posting a Wiiboard enabled version of the Tuscany scene for the community to try out.
Would pinhole lenses work with a VR headset?
Greetings Rift Peeps!As you move your eye beyond the center of the Rift's lens you can see the telltale fringe of chromatic aberration. It actually starts to appear a lot sooner than I would have thought or like.Is there anything that can be done to correct for the distortion? Some sort of colour channel scaling performed before, during, or after the barrel distortion? Or is this just something we'll have to live with?Thanks!- Dave
Hey guys,Is anyone familiar with using live webcam video to texture an object within Unity? I have searched and found a few sites that are too vague for me to understand. One guy offered a script to download, but the link was dead. Can anyone help me figure this out? I just want to texture a wall with the feed from my webcam. I really appreciate any help, thanks!VRex
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