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 …
New Terrain for Holiday Demo
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 …
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 …
Finished Science Fest Demo
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 …
Science Fest Mountain Demo
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 …
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 …
More Obstacles Added & Working in Cave
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 …
Rift: Modifying the Projection / FOV part 1
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, …