New machine is much faster, and has plenty of space. It seems pretty great, all around. It took a bit to get admin access to get things installed, but that’s sorted now. Next week I’ll …
Oculus Calibration
Code Progress
Fixed it. I think. Half fixed it? It rendered. Several times. Buttons do what they’re supposed to. It still crashes; seemingly always when using a dummy Rift, sometimes when using a real one. Seems random. Goes in …
Code Progress
Updated to the latest Fiona version to fix one bug, maybe caused more. Pointing the individual projects at the same libraries is getting a bit hackish; this is partly an artifact of compiling across network and local …
Painted Pointclouds
Above is a point cloud view of the dev lab, with the second, third, and fourth unit interval marked out in yellow, cyan, and magenta, respectively. There’s a good chance the units are meters, which …
GOTO: Pointclouds
I’ve got the pointcloud renderer compiling locally, but on execution it looks like one of the (many) linked-to libraries was compiled with VS2013 instead of the VS2010 I’m using … I’ll wrestle with it some …
Oculus Rift is free on Unity (but fidgity)
Oculus released a new thing that works with the free version of Unity. It provides a camera that can be dropped into any scene to make it Rift-friendly. However: – old apps (including the official …
IPD and FOV in the Official Oculus Sample
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 …
Things that Render a Scene
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 …
Quick update, and a rift projection simulator
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 …
Rift: Modifying the Projection / FOV part 2
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 …