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Month: October 2014

Obstacles for Holiday Demo

Posted on October 31, 2014

This week I worked on separating the obstacles from the original mountain model and placed them into the terrain. I also worked on smoothing the terrain a bit more. I looked into making the impostors …

Posted in Ski Slope Simulator

New Terrain for Holiday Demo

Posted on October 24, 2014

This week I made a new terrain object for the Holiday Demo. The new terrain is one 10000×10000 terrain object. I’m not sure why the terrain suddenly started allowing larger dimensions, but it seems to …

Posted in Ski Slope Simulator

IPD and FOV in the Official Oculus Sample

Posted on October 17, 2014

Here’s a some screenshots of OculusWorldDemo, showing a bit of how the post-render, pre-warp shaders interact with FOV and IPD — and the larger system that the functions I’ve been hijacking are meant to be a part …

Posted in Oculus Calibration, Projects

Things that Render a Scene

Posted on October 17, 2014

It’s still not clear exactly how best to build modified FOVs.  We need more complicated scenes; here are a few things we might use to generate them: Unity Unity has a nice editor, and we can …

Posted in Oculus Calibration, Projects

Finished Science Fest Demo

Posted on October 17, 2014

This week I finished the Science Fest demo. I added some more coins/trees, added some point lights and particle systems to the tunnel on the right side, added some point lights to the ring of …

Posted in Ski Slope Simulator

Science Fest Mountain Demo

Posted on October 10, 2014

This week I made a new smaller mountain model for the Science Fest demo. I kept a few things from the larger mountain like some of the trees/coins and the main jump. The new layout …

Posted in Ski Slope Simulator

Quick update, and a rift projection simulator

Posted on October 10, 2014

Current plan is to go ahead without the Oculus SDK’s clamping; worst case, we can compare against default Oculus renders. This means the next step is finding scenes to display — I’m going to take a …

Posted in Oculus Calibration, Projects

Rift: Modifying the Projection / FOV part 2

Posted on October 6, 2014

I’ve found a path by which the Oculus SDK generates the field of view (FOV): CalculateFovFromHmdInfo calls CalculateFovFromEyePosition, then ClampToPhysicalScreenFov.  (It also clamps eye relief to a max of 0.006 meters, which is thus far not reproduced …

Posted in Oculus Calibration, Projects

More Obstacles Added & Working in Cave

Posted on October 3, 2014

This week I added some more jumps and obstacles for the mountain. I added a ring of fire to jump through, a larger tunnel, more trees, some giant candy canes, turned the smaller tunnel into …

Posted in Ski Slope Simulator

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