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RiftRay updated for 0.8 SDK

jimbo00000
Explorer
Hi everyone,

I've updated RiftRay for the 0.8 SDK - you can download the latest build here: https://github.com/jimbo00000/RiftRay/releases/latest. I'm hoping to have it polished up enough to release on share in time for the Rift's consumer release. At the very least, I think I have a shot at the record for smallest download! 🙂

Here's a video of an older version, all the beautiful shaders are still the same:
https://www.youtube.com/watch?v=hzHoYbj ... utu.be&t=9

Any feedback is appreciated!
8 REPLIES 8

Chaoss
Expert Protege
That... is impressive work. I'm surprised you've managed to get that sort of thing to render correctly on the Rift.
"In the future we will be designing dreams, worlds & experiences rather than games."

jimbo00000
Explorer
All thanks to this post: http://blog.hvidtfeldts.net/index.php/2 ... -polygons/ - I can't recommend reading it highly enough.

If you're tired of polygons altogether or looking for a new way to do modeling, hg_sdf(http://mercury.sexy/hg_sdf/) is now included in RiftRay too.

Chaoss
Expert Protege
"jimbo00000" wrote:
All thanks to this post: http://blog.hvidtfeldts.net/index.php/2 ... -polygons/ - I can't recommend reading it highly enough.

If you're tired of polygons altogether or looking for a new way to do modeling, hg_sdf(http://mercury.sexy/hg_sdf/) is now included in RiftRay too.


I've always been interested in looking at alternative ways to model (not poly or voxel), it still seems like you'll need to 'code' to model but I'll take a look. I'm interested how you got stereo rendering to work as the typical way graphics cards render 3d graphics is thrown out of the window. Do you know if anyone has made a modeller with a user interface yet? even if it's basic/lacking features.

I'm also interested on how texturing or adding 'surface detail' works with this.
"In the future we will be designing dreams, worlds & experiences rather than games."

jimbo00000
Explorer
I'm interested how you got stereo rendering to work as the typical way graphics cards render 3d graphics is thrown out of the window.

I'd say only half of it is thrown out the window - the geometry processing phase(projection, clipping, culling) is skipped and transformations get pushed into the fragment fill phase. The same modelview and projection matrices we could have used for polys get applied to rays instead. iq comments here: https://www.shadertoy.com/view/XdlGzn

I'm also interested on how texturing or adding 'surface detail' works with this.

This example is the most relevant I could find: https://www.shadertoy.com/view/4sXGD2 (I think the function surface extract_surface(vec4 p) is the first time I've ever seen the .tpq swizzle coordinates.) And there are some more ways to texture quads and spheres:
https://www.shadertoy.com/view/lsBSDm
https://www.shadertoy.com/view/ldt3Wr
https://www.shadertoy.com/view/MtsGWH
https://www.shadertoy.com/view/ltl3D8

Do you know if anyone has made a modeller with a user interface yet? even if it's basic/lacking features.

I am not aware of any such project. One could certainly feed data from a motion tracked controller such as Touch, Vive or Hydra into a uniform buffer to move primitives around manually.

M_i_c_a
Protege
Wow, freaking amazing. Thanks for sharing this! 😮
Vector Reboot Studio

m0bius
Protege
Very impressive indeed! Too bad my frame rate was so slow on many of the scenes, but the renderings were great.

jimbo00000
Explorer
"m0bius" wrote:
Very impressive indeed! Too bad my frame rate was so slow on many of the scenes, but the renderings were great.


Thanks a lot! You can increase your frame rate by adjusting resolution and vertical FOV(unless you're looking at just a thin, blurry strip already). What kind of GPU do you have?

jimbo00000
Explorer
"Chaoss" wrote:
Do you know if anyone has made a modeller with a user interface yet? even if it's basic/lacking features.

Someone just has, and it is awesome:
http://stephaneginier.com/archive/editSDF/

See also:
http://stephaneginier.com/sculptgl/