I’ve attempted to recreate the FOV used by the Rift, by calling CalculateFovFromEyePosition using defaults found in OVR_Stereo.cpp (mostly in OVR_Stereo.cpp::CreateDebugHMDInfo): info.ProductName = “Oculus Rift DK2”; info.ResolutionInPixels = Sizei ( 1920, 1080 ); info.ScreenSizeInMeters = Sizef ( 0.12576f, …
Oculus Calibration
The Oculus Rift: CalculateFovFromEyePosition
Brief entry, I’m still kind’ve beat from quals. (Maybe I’ll flesh this entry out into a description of the Rift’s particular rendering peculiarities sometime — seems roughly three stages: virtual-to-screen, screen-to-lens, and lens-to-eye. But for …
Tracking down Rift fusion problems.
For a while I was attempting to build visual stimulus in the Rift, but they always seemed off. Sense of depth was off, it seemed difficult to fuse the two images at more than one …
Two conflicting results on distance estimation in virtual environments.
Two studies, both using head mounted displays and realistic environments, seem to have conflicting findings regarding distance estimation in virtual environments. Sahm et al (2005) find that distance estimations in the real and virtual worlds, …
disabling the HSW in Oculus libOVR 0.4.2
Oculus Rift DK2 and SDK 0.4.2 bring some exciting improvements, and some small problems. The SDK has switched to a new C API, which probably means restructuring our existing Rift code. It also shows this at the start …