PCVR/Link Development
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http://www.youtube.com/watch?v=kK0BQjItqgwOculus team, you should hire this guy or buy is tech.ok, these gloves are ugly but with 2 mounted mini camera on oculus rift this can be super effective.
I am wondering if anyone has some experience with Greenlight and might be able to offer some thoughts. Is a Rift exclusive title viable on Greenlight in the near term, or are we best off waiting for the consumer release to see how Valve decides to handle exclusives?This touches on the challenge of targeting for an unreleased platform. I'd like to think the Rift community, at the moment, isn't only developers and enthusiasts, but everyone who's anticipating the commercial release. That may be a little optimistic though. I don't know if there is a wide enough audience to make a go of Greenlight yet. My thinking on crowd-funding an exclusive is similar, but I'm very encouraged by VirtuaView's Indiegogo :-).
I've been studying some of the maths behind VR and HMDs, and I'm confused about one thing in particular. Both the Vireio Perception and VorpX drivers provide convergence settings. In fact, VorpX automatically converges the virtual cameras on whatever object is in the centre of the screen, according to a blog post.What's going on here? I was almost certain that, since the player's eyes are directly axis-aligned with the two halves of the screen in the Rift, the virtual camera projections should also be axis aligned. The player's eyes will do the converging within the Rift, not the cameras within the virtual world. It seems to me that applying a convergence to the cameras would cause a strange distortion.Can anybody help me understand this? Thanks.
So I was just watching some videos about the Oculus hd prototype at E3 and it hit me that wouldn't it be possible to have positional tracking by just using accelerometers? I don't have a whole lot of experience with accelerometers and or any tracking devices really, never developed with them or even made a simple circuit with one. However it seems that it would not be too difficult to get a fairly accurate positional tracking system working with accelerometers.Here is how I imagined it. 1. You put on the rift and before starting the game you sit or stand in whatever default position you want to be your default to be.2. Start game, the game will start and create a positional map (Not sure what to call it). (Calibration would be big for this part)3.As soon as you make any movements, the accelerometer or accelerometers detect acceleration in the X,Y,Z axis and save the data as your movement. Now the system or game can calculate where you started based off the acceleration and direction da
Kinect 2 for Windows application sitehttp://www.microsoft.com/en-us/kinectforwindowsdev/newdevkit.aspx Applications must be completed by July 31, 2013, 9:00 A.M. (Pacific Time).Announcements of successful applications in August.Shipping in November.General availability sometime in 2014.
Hi fellow Oculnauts:I'm interested in using the OR to explore ways of altering our states of consciousness, but I'm an artist by trade and have no coding knowledge, so for now I'll put up some ideas for discussion. If you have the skills required and would like to take a crack at it, I would love to work with you, or to cheer you on from the side lines, whichever may be the case.My idea at the moment is basically a dreammachine + bin-aural beats. A dream machine, if you've ever used one, is a ridiculously simple yet effective way of manipulating the brain through visual stimuli. It seems to hijack visual circuits of the brain and use it to influence the entire conscious state towards a certain frequency. http://www.netliberty.net/dreamachine.htmlIf we could synchronize it with an bin-aural beats generator, which tries to achieve similar goals using the auditory circuits, and give the user the ability to manipulate the perimeters easily using hotkeys or preferably a gesture control such
PrimeSense's plans for a post-Microsoft future http://www.engadget.com/2013/06/21/life-after-kinect-primesense-post-microsoft/
http://s2013.siggraph.org/attendees/emerging-technologies/events/near-eye-light-field-displaysJust saw the SIGGRAPH 2013 emerging technologies video, and noticed this neat tidbit. I've been interested in the implications of "light-field" technology ever since reading about the Lytro camera, as a display technology I could see it playing a huge part in future HMDs.Edit: There's a video about this now: http://www.youtube.com/watch?v=uwCwtBxZM7g
Hi folks,As I understand it, the Razer Hydra only supports position tracking in one hemi sphere around the base, like so;This is causing me a problem in my demo when you duck down and the hydra goes below the desk, it flips the position values and makes it look like you're standing up.I thought of a way to get around this, by simply tilting the Hydra base station on it's end, like so;Can anyone think of any problems this may cause? Or any reason that it might not work?Cheers,Teddy
Does anyone know the precise location of the IMU inside the Rift body? I need to align the center of rotation with some external sensors.I suppose I could always open the Rift and measure, but I'd rather not do that unless necessary.
I'm lazy. I needed something for "sky". I'm not going to make geometry for that, even procedurally.So I set up for providing rays to a shader, based on view (this can be used simply, such as "y component is color gradient" -- or it can be a full ray/path-trace).Then I realized that a lot of "demo shaders" such as on http://glsl.heroku.com and http://www.shadertoy.com really take similar inputs -- actually, they take screen-res and generate rays, sometimes rotated by mouse -- I have the rays already. So it's a fairly simple matter to adapt these for the Rift. And because I'm generating rays by inverting the view*proj matrix, the rays are generated appropriately for each eye in stereo!boxsky.jpgThe code for this is available in the examples/gldemo.c of https://github.com/ultranbrown/libovr_nsb.I'll describe the process though, as it's fairly simple...This is the vertex shader in GLSL (HLSL isn't too different)...#version 330 coreuniform mat4 toWorld;out vec3 ray;void main(void){ vec2
At what distance does stereoscopy become irrelevant and just be 'infinity'?E.g. If I had a 360 degree panorama, and there were no close objects (e.g. a photo taken from a helicopter). Would a stereo display be needed? Would a single image be enough?I guess with the current rift being very low resolution, the parallax distance between objects 100 meters away would be minuscule?Thoughts?Regards:John
This is my idea. I have designs for a controller that is made for first person shooters using the Oculus Rift. The controller is lightweight, wireless, and ergonomically designed after a rifle without any nonfunctional bulk. It will possess all of the funtional controls of a standard gaming console controller, which will be accessible from where the user would normally hold on to a rifle. The controller will contain sensor(s) within it that will transmit and mirror is movements into the game as if you were holding a real rifle while wearing the Rift. A directional joypad will be located just above the forward grip to allow for general movement controls such as forward, back, directional facing (left, right). Triggers and bumpers as well as the standard (A, B, X, Y, Xbox) buttons for example are readily accessible from the standard controller purchase. Aiming and looking around in the game are products of the integration of the headset movement and the virtually referenced controller/r
Hi all,Wanted to share our E3 video, since some folks on this forum were able to make it to our backers event. Great times!Thanks to those who were able to join!Omni Kickstarter page:http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-gameThanks all for the support,Jan
I was playing with the shader and wondered if it could be optimized.Lets start with the standard Shader float2 HmdWarp(float2 in01){ float2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1] float rSq= theta.x * theta.x + theta.y * theta.y; float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq); return LensCenter + Scale * theta1;}float4 main( float2 texCoord : TEXCOORD0,float4 color : COLOR0 ) : SV_Target { float2 tc = HmdWarp(texCoord); if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc)) return 0; return Texture.Sample(Linear, tc);};That's 11 Multiplies, 6 Additions and 3 Subtractions per pixel. (eyeballed the numbers sorry, could be off by one or two) and on my GTX670 takes 0.1447264 milliseconds to execute (based on averaging the time of a 100 frames of just the draw with the shader)Which could be good, could be bad,
I'm still hopeful regarding the idea of approximating positional tracking for scenarios with limited mobility (e.g. the users sitting on a chair) with the accelerometers inside the rift tracker.I think it may be worthwhile to capture real positional data recorded by a different system (Razer Hydra, MS Kinect or PS Move) and correlate it with the readings from the sensor.Do you think this is worthwhile? Has anyone tried it?
Hello,I have a bit of code which gets data from two webcams and render the images to the screen side-by-side in c#. I'm interested in buying an Oculus to render one webcam per eye (stereoscopic vision of the real world via 3D webcam, rather than the preference among current Oculus developers of rendering virtual scenes using OpenGL/DirectX pipelines). As I understand it, the Oculus simply renders the left half of the screen to the left eye and the right half to the right eye. Does this mean that I could use any program to render an image in split-screen and it would work well with the Oculus? Will the Oculus perform any necessary transforms to make this look ok?For example, if I open up MS Paint and paste in two unmodified webcam images side by side, will it look as good as I'd hope?
Hi,I recently integrated support for OR in my DX9 engine, and after playing around with it for a couple of weeks I have two untested ideas I'd like to share. I'd just like some feedback on the feasibility of them, to see if they're worthwhile.1. Barrel distortion optimization: Right now, having to apply the barrel distortion post effect means having to render the screen in a lot bigger resolution. Sure, there are things that you can do to alleviate this with shader optimizations, stenciling etc, but when it comes down to it, rendering bigger means eating more GPU bandwidth, and that should be avoided.So my idea is, instead of applying the distortion as a post effect, on a DX11 GPU you should be able to apply the distortion using a vertex shader and then tessellating the geometry that is close to the camera instead. That way, you can render in the native 1280x800, and the additional triangles required to make the distortion look smooth will be generated on the GPU, which is fast and doe
After some long nights, i'm happy to announce the ShivaEngine Plugin for free. It will be available the next week. (spécial thanks to NicoX for his precious help) See You. Kalhaan.
I was happy to find out my Rift arrived yesterday and its been an amazing experience. The only question I've got is regarding this motion blur, or some sort of distortion when I move my head around. If I don't move my head as much, everything feels smooth. The distortion occurs during head movement. I'm using the Oculus World Demo for Mac on its default settings. In fact, if I F1 and switch to No Stereo or distortion, everything moves smooth, but visually everything looks "fish eyed". I'm also on low latency full-screen and my system resolution is at the recommended 1280x800.I checked the my primary (computer) screen, and the frame rate is at 60. This is happening with every demo I play. If anybody could point towards a similar topic on the forums, or maybe has a rough idea of what my problem might be, I'd appreciate it. Thanks all!Update: I checked out the Troubleshooting section at the Wiki and the last topic recommends putting the headset on the primary monitor port. That I did, but
Some people are claiming to me that you can take 1 camera image, shift it left a little bit and display it to the left eye, and shift the same image right a little but and display it to the right eye, and you will get 3D.This would mean that you could really just render something once...Does anyone know the visual implications of this? Does it produce a flat or annoying 3D?If that's the case, then does it mean the optimal 3D is of two cameras perceiving a scene at slightly different angles? However if you are to focus at infinity it would seem your cameras have to be parallel. Anyone know how rendering from 2 parallel cameras is not like shifting the image left or right?
I am currently working on the barrel warp part of Oculus integration and am trying to use dependent texture lookup instead of computing the distortion in the shader in realtime:1) Encode the distortion function into a 2D texture.2) In the shader, first lookup the distorted coordinate from here, then lookup the output color from the scene render target using this result.It seems to me that this has various advantages over computing the distortion directly in the shader:1) Since the distortion texture needs to be computed only once, more complicated distortion formulas can be used. For example use a real polynomial, instead of limiting to just even powers. Also correction for astigmatism or similar conditions might be possible.2) Due to the pre-calculation it is known exactly which pixels will be looked up from the scene render target. So it is possible to optimize clipping.3) The distortion texture could be combined with other fullscreen post-processing distortion filters4) In theory th
For example im in a game or vrmmoprg and my clas is ranger and my distance is 30mis the display good enough so that we can see things clearly in the game with a distance of 30m?answer pls :p
https://www.youtube.com/watch?v=GQK48duvld0This smart kid built himself a holodeck device!
I'm planning on releasing a Java port of SDK code for talking to the Rift tracker hardware, and I want to include either the full SDK license, or a link to it, but I can't find either anywhere. The source files all say the SDK is subject to the terms of the agreement provided at the time of installation or download, but Oculus seems to have made that license very hard to find after you've downloaded it for the first time. Even going back to the download page doesn't give me any license page now. Can Oculus a) provide a copy of the license in the SDK itself so that it's easy to copy into derived works and b) make it really easy to find on the SDK page, like maybe located near the rest of the documentation. You provide a link the UDK license there, but not your own.
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