[GEM-dev] Oculus Rift distortion/support

Jack jack at rybn.org
Thu Jul 25 12:22:59 CEST 2013


Hello,

Yep, and if oculus doesn't provide a shader for barrel distortion, there
is plenty of example on the web.
++

Jack



Le 25/07/2013 12:17, Cyrille Henry a écrit :
> hello,
>
> one have to use shader in order create the image distortion.
>
> i think oculus should provide standard shader that you have to insert
> in your rendering process.
>
> the only problem is that you have to do 2 rendering : one for each eye.
> The best solution is to do a 3 pass rendering :
> 1st : left eye view without distortion, rendered in a frame buffer
> 2nd : right eye view (no distortion / framebuffer)
> 3rd : using the 2 previous texture and a shader, render the final image
>
> cheers
> c
>
>
> Le 25/07/2013 12:04, Michael Mihocic a écrit :
>> Dear list,
>>
>> we are using GEM with a head-mounted-display to present a virtual
>> world to subjects performing acoustic localization experiments.
>>
>> Now we plan to switch from our current HMD to Oculus Rift (an
>> upcoming virtual reality head-mounted display). Therefore we need to
>> modify our image and add (asymetric) barrel distortion to the
>> represented image. (The image distortion is compensated by the lenses
>> in Oculus Rift.)
>>
>> My questions now:
>> - Is there an easy solution to implement barrel distortion to the
>> rendered window in GEM?
>> - Does anybody of you already have some experience with GEM together
>> with Oculus Rift?
>>
>> Since attachments should be avoided in this list, I do not send any
>> example pictures of the distortion or our current presented world. If
>> you are interested you can either contact me and I can send you some
>> screenshots, or you can google for example images/videos of Oculus
>> Rift distortion.
>>
>> Thanks in advance and best regards, Michael
>>
>
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