PCVR/Link Development
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Hi, I'm thinking about a method to pre-render VR view-points as each view-point being a stereoscopic movie stream. So to speak there is a lot of movie streams, and the VR-Goggles just play back the corresponding view-point-stream in time, depending on the tracking.That would possibly unburden VR from real-time rendering and could transfer the VR experience from the reduced or no global illumination as we see it so far, to VR experience at the quality of Hollywood movie productions like Transformers or high end photorealistic architectural stuff ... and so on.To evaluate the necessary resources for such an approach, i was wondering if there is an info available about the 3D resolution of the tracking of the Oculus Rift DK2 ? I'd like to calculate possible viewing-positions form a certain range of mobility. Basically along a path, with a certain freedom of movement. Knowing the amount, i can determine the render resources for pre-rendered scenery. Can possibly the necessary view-points i
I think that the new OVR API is a bit of a mess. Mostly because its trying to be "smart" by hiding what is going on from the user. All the insertion in to graphics drivers and APIs needs to go. Your dealing with way to fragile stuff to make it stable and you make all kinds of assumptions about how client applications are written that aren't necessarily true.Here is what the API should look like:ovr_Initialize() /* can be done at ANY point in the application. Remove the shim completely so that Oculus has nothing to do with your window, DLL calls or influence anything else the client app does what so ever.*/ovrHmd_Create(X); /* is fine */ovrHmd_ConfigureRenderingGL(current_hmd, DistortionCaps, MaxEyeFov, eye_render_desc);/* Divide the configure function in to separate DX and GL versions, the casting of different structures is both ugly, confusing and deprives you of error checking. The assumption that all the data needed will fit in to the union is also dangerous. The use of a union coul
http://www.uploadvr.com/nozon-debuts-interactive-parallax-for-360-degree-videos-with-presenz/http://nozon.com/immersive-movies-faqAre they doing something currently unachievable?I am reading into it to be this: they film a location with one of these rigs http://www.panocam3d.com/ import the 360 stereoscopic video into a custom game engine, then add objects and animated characters in the environment.If they are working with light fields ..then I will be impressed.
http://www.extremetech.com/electronics/190130-displayport-1-3-unveiled-32-4-gbps-bandwidth-support-for-4k-60-fps-5k-and-8k4k @ 60fpsscrew HDMI
its now coming to 3 months since last Sdk update. What's going on? Here hoping for big changes.
I was wondering... How long can it be turned On?? My family is kinda big :PThanks for the help!
which is the best 3d player for oculus rift
:( I have a gaming Laptop, called Medion X7831. It has a NVidia Geforce GTX880M and a Intel HD4600Also a HDMI port and so on......(but no digital Monitor port, only a VGA port)But when trying to connect the DK2, it says: Oculus is connected to different gpuHm...when choosing "extend Display mode" and trying againBut now the Display is 90° to the rightTried everything in Windows 8.1, choosing Display th get 90° to left....I´ve seen the demo with the flowers..........but not in 3D, only in 2 Windows inside the DK2Don´t know what to do nowAny Chance (in future) that the DK driver can be choosen the GPU i want?best regards from GermanyLutz
Awesome Oculus Community - I cometh seeking your help on a matter I believe to be a simple solution. I have been up for about 16 hours straight. How should I go about having my VR cams setup for top-down crawler type game. almost like in spectator mode. I would like to keep my head forward (looking forward), but flip the cameras downwards. The thing is something is overriding the camera position in Y-axis. Here's what I have tried:1. Flip my world 90 deg and that seem to work except i cannot adjust my cam height. My face is to the ground literally lol. 2. I tried flipping the left and right over cams - no no. gets all wonkyPlease help me with this. I was thinking maybe I remove the controllers from the OVR prefab and use a simple follow script so it follows the player. Thanks for any help guys. Andre AKA pixelboi
EDIT:For those curious how this would look when working correctly, along with headtracking, I've put together an almost identical scene setup in Unity.Link:http://www.marbas3d.com/files/UnityRift.rarGreetings fellow Rifters!I'm releasing my Blitz3D integration for the Oculus Rift.This was basically a fun project I did back when the Oculus Rift was launched on Kickstarter.The main purpose of the techdemo was to implement and experiment with the Barrel distortion correction (warping).Blitz3D is a somewhat dated (still available) development platform with built in 3D engine based on DX7.However it's a good tool for prototyping ideas that gamedev beginners might find useful.Source-Code included!To compile the project, you'll need:- A copy of Blitz3D. There is a demo available that you may use. Untested!- IDEal. A proper IDE for Blitz3D (Free).From IDEal, open the BlitzRift.ipf file to load the project.A precompiled exe is also included.Head-tracking support is not integrated yet!(I may add
Hi,Since Oculus was first announced I've been thinking of ways that a user could have a good virtual input experience.Obviously like most, Leap Motion seemed like a perfect match.Last week I saw an article of a lego exo skeleton this guy built,http://www.theladbible.com/articles/guy-builds-working-lego-arm-exo-skeletonI was thinking, what if Occulus creates something like it, maybe not legos, something a bit more put together.But only from the wrist to the fingers.It could have:-Slight finger tip rumble/vibration feed back when a user presses virtual 'Holographic' buttons, So developers may use render to virtual holo planes, to be used as user interfaces. Like in every sci-fi movie ever.-It could have motion tracking that uses ir points like the occulus for better latency and precision.-It wouldn't be a bad idea to mix it with a kinect or leap motion after the ir tracking for a extra amount of precision, a feature that can be optional.-The main thing about thing, it would be easy to sn
Hello, dear friends! I am a beginner in Oculus development. During last month I've been making a 3D-model of room (C++, OpenGL) where user could "fly" using mouse and I used real-world sizes and measures. However, everyone who saw my scene said that the eyes are placed too high (and in general the room seems great). For example, when everyone looks at the model of table (0,75 m) from 1,75 m height it feels itself as very high (~ 3 m). But when I reduced height of eyes position the ceiling began to seem very high. What can you advise me? Thank you!
Hi,I've been testing out the Oculus DK2 for some time now, amazing device ! I struggle to find a solution to remotely stream realtime high quality 3D video to the Oculus. My current solution is the Dual GoPro 3D Rig with two Hero 3+ Black Gopros, but the non-synchronized click-iris keep messing up my eyes up . In addition to this I have to muck about with the HDMIs and some cumbersome setup to create a side by side 1080p stream for the Oculus, which is not ideal for FPV such as multicopter use. Looking for a fairly compact workaround, I came across this stereo camera which seems adapted and promising http://zed.stereolabs.com/ . But I haven't found any feedback yet !Looks as though they only take pre-orders for now, did anyone have a chance to test the Zed yet ? They announce 2x1080p sensors, is it potentially compatible with the Oculus ? Thanks,Alex
Hi just think I should put this idea out there cause I haven't seen any one suggest it and think it mite be something worth considering as it would increase resolution, give a wider field of view and would probability be easier on the eyes. How about active 3d glasses on and two screens, and instead of writing an essay to explain what I mean watch this video of Jesse Blanchard who made a home made 3d tv: [YouTube] http://youtu.be/rmbjO5fd-Ow [/YouTube]. (I hope you get what I mean.)or if small active 3d screens are available One of those could be used. You would also have to change the lens some what so that your eye could see the full width of the screen, probability something like the cmoar 2D mono lens.
Has anyone made an AR type app for Rift that would allow for the use of a webcam, kinect cam, or any other cam in order to see your monitor through the Rift and place AR elements in and around the view? That seems like a pretty simple solution to the whole extended display issue. I read something about one of the droid vr's using the onboard cell cam for viewing the real world. Figure it must have been done already and maybe burried in the posts somewhere?
Hello:) Im' building a device wich anable to feel / sense weight in vr aplication. It's a input device - a glove of some king. Im very curious if any one of you need something like that? Please tell me in coment bellow if it would be useful to you. Sory about my anglish:) Greatings, Marcin
http://www.krpano.com/forum/wbb/index.php?page=Thread&threadID=12081&highlight
HelloI am trying to develop a demo for displaying CBCT segmentation data. I precise that I am not a IT guy and quite fare from being proficient with a computer. I am learning Csharp and unity side by side on my free time, but as expected I encounter a lot of problem along the wayThis my progress so fareI use existing software for realizing a segmentation ( creating a 3D object ) from a CBCT, so fare I had to try several until I found one with good functionality. Had to spend some time learning how to use it also (still learning)I then use 3Dmesh to convert my 3D file into a format that I can import in unity. I was able to create a small demo to see 3D object but I have some trouble with the control. - my character can only walk and I would need to have him fly (in fact just go up and down would be perfect) and stay in midair when no control are activated. How can I modify the script to do this ? I try to modify the input in unity to make two key active along the Y axis but nothing happ
I want to use an oculus HMD for 3DVIA Virtools which provides a rendering engine based on dx9.but current oculus SDK samples are only for dx10 and dx11 environments.During convert of above oculus samples for dx9, I encountered some missing parameters, DeviceContext and BackBufferRT, issue for setting ovrRenderAPIConfig with dx9 data which were provided by Virtools SDK.In this case, when I run my converted oculus sample for dx9, it generates a run-time error.if someone can tell me about how to solve this error or provide oculus samples for dx9, it would be very appreciated.
Hi,I am trying to figure out how to robustify my code as well as handle degraded modes (e.g. HMD disconnection).When monitoring the ovrHmdCaps value along the lifetime of my direct to rift program in OpenGL, I realized that :- ovrHmdCap_Present is always true- ovrHmdCap_Available is always false- ovrHmdCap_Captured is always falseovrHmdCap_Present value seems OK (the HMD is connected to my system)However, shouldn't ovrHmdCap_Available be true and ovrHmdCap_Captured be false at program startup (knowing that no other Oculus apps are running), then set atomically to respectively to false and true once we connected (after the call to ovrHmd_ConfigureRendering or ovrHmd_AttachToWindow maybe ?) ?At runtime, should one watch out solely for the value of the ovrHmdCap_Present flag in order to handle degraded case ?Should these flags be read straight on from the ovrHmdDesc structure or by a call to ovrHmd_GetEnabledCaps ?Some info on my platform :DK2SDK version 0.4.4Windows 7 64bits / VS 2013GT
Hello,I am trying to compile a project with openGL and OculusSDK 0.4.4 (unsing VS2012). But I get severel errors while compiling in the ovr_capi_gl.h.1>------ Build started: Project: Oculus_glfw_OpenGL_Demo, Configuration: Debug Win32 ------1> demo.cpp1>f:\includes_und_libs\oculussdk\libovr\src\ovr_capi_gl.h(38): error C2146: syntax error : missing ';' before identifier 'Window'1>f:\includes_und_libs\oculussdk\libovr\src\ovr_capi_gl.h(38): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int1>f:\includes_und_libs\oculussdk\libovr\src\ovr_capi_gl.h(40): error C2146: syntax error : missing ';' before identifier 'DC'1>f:\includes_und_libs\oculussdk\libovr\src\ovr_capi_gl.h(40): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int1>f:\includes_und_libs\oculussdk\libovr\src\ovr_capi_gl.h(66): error C2275: 'ovrGLTextureData' : illegal use of this type as an expression1> f:\includes_und
I work with 2 artists on a small project for the DK2 and the assets we create should be future proof and will be only used for VR. I did some research but couldnt find proper answers to what is better in terms of performance.Should we either go for the typical LOD system with 3 different levels of detail for the models or should we go with lower poly models and then add tessellation once the player gets closer?We are also thinking about a hybrid approach as having one very low poly model, one higher poly model and then the tessellation once people come really close. Any thoughts on this?
Hello,I am curious if I can call ovr_Initialize() and ovrHmd_Detect() multiple times in a thread without breaking anything?The reason is that I would like to have a background thread that runs which detects whether the Rift has been plugged in or unplugged. In this manner I would like my application to adapt to the changes to the system.I assume once the Rift is running and in use by the application I can't rerun ovr_Initialize() but if that is not the case please let folks know.Thank you for your time.
https://www.youtube.com/watch?v=6Te9uoOwkIIhttp://www.3dstreaming.org/forum/faq-general/681-how-to-create-vr-image-with-iclone5-panoweaver-virtual-reality-rendering.html
http://www.kolor.com/wiki-en/action/view/Autopano_Video_-_How_to_create_3D_360_videos_v2?action=view&title=Autopano_Video_-_How_to_create_3D_360_videos_v2http://www.kolor.com/blog-en/2015/01/21/video-stitching-software-autopano-video-pro-2-beta-4/
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