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Up and Coming
May 10, 2013

Rift Ray-tracing

[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.

    152 replies

    Inspiring
    June 4, 2013
    Just gave this a whirl! The image is downright beautiful and runs like smooth silk on GTX680, but I can't focus for more than a few seconds before I can't handle it any more. I wish I more clearly articulate the problem, but I have no idea.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    TeraBitAuthor
    Up and Coming
    June 4, 2013
    Ok, I've updated the executable and reduced the size of the package.

    Download 0.45 demo (10 Meg.).

    I have added two more lights, you can now adjust the IPD (F5 & F6) and the distortion correction factor (F7 & F8).

    I have also changed the GL Libraries I am using, so if things go boom, let me know.
    Regards, Lee Page TeraBit Software
    Inspiring
    June 6, 2013
    It crashes for me. I tried running as admin, and in compatibility mode.

    Using Win7 x64, GTX 690.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    TeraBitAuthor
    Up and Coming
    June 6, 2013
    "cybereality" wrote:
    It crashes for me. I tried running as admin, and in compatibility mode.

    Using Win7 x64, GTX 690.


    Hmmm. Frustrating. Ok, I'm going to set up some logging to see where it goes boom... :|
    Regards, Lee Page TeraBit Software
    TeraBitAuthor
    Up and Coming
    June 6, 2013
    Right. I've recompiled the client .NET executable with logging for each of the twenty steps needed to put Sponza on the screen.

    Download (300kb)

    Unzip the executable over the previous one and run it.
    It will produce a log file called "NetLog.txt" in the folder with a list of steps. That should narrow it down as to where it goes boom. If anyone who has crashes can just post the content of log here it should be the first step to working out what is going on.

    [edit] I've also added the RTEngine.dll to the mix to allow logging of the startup of the C++ side of things. It is a separate log file called CPPLog.txt
    Regards, Lee Page TeraBit Software
    Participant
    June 6, 2013
    (Error stuff removed)
    NOTE Rift is required, so the Rift-less need not try...
    TeraBitAuthor
    Up and Coming
    June 6, 2013
    NetLog.txt stops in step 3 for me
    CPPLog.txt stops in Startup step 17


    Ok from that I can tell that it dies at the initialisation stage. (Step 3 calls Startup in the CPP).

    If you see step 17 in CPPLog, then it is dying at the Oculus HMD Tracking initialisation.


    CPLog("StartUp Step 17");
    System::Init(Log::ConfigureDefaultLog(LogMask_All));
    pManager =*DeviceManager::Create();
    pHMD =*pManager->EnumerateDevices<HMDDevice>().CreateDevice();
    pSensor =*pHMD->GetSensor();
    if (pSensor) SFusion.AttachToSensor(pSensor);


    Um...does the Oculus SDK require any Dlls? :?
    Regards, Lee Page TeraBit Software
    Participant
    June 6, 2013
    Err, I thought I mentioned I was lacking a Rift... Apologies. If the Rift is required, I'd suspect that's my issue :)

    Deleting my prior post ...

    Reviewed the past thread and apparently it works for you when there is no Rift attached. Not so for me. No big deal. I'll keep patiently waiting for my shipping notice.

    Keep up the good work. Very excited to see a raytraced rift demo.
    TeraBitAuthor
    Up and Coming
    June 6, 2013
    It doesn't blow up when I have my Rift unplugged, so I don't think that's the problem. Hmmmm. :|
    Regards, Lee Page TeraBit Software
    Up and Coming
    June 6, 2013
    "TeraBit" wrote:
    ... Um...does the Oculus SDK require any Dlls? :?

    Other apps have had "missing DLL" issues, requiring downloading and installing a Microsoft Runtime library. I like to static link my apps to avoid such requirements. There was a discussion about adding this to the "prerequisites" list for the OculusVR SDK, as I recall. Not sure how that affects installing an app on another computer missing such development tools though...
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