From: Georg Z. <geo...@un...> - 2014-09-02 21:11:29
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HI! Apparently [1] was lost. I don't know how the distortion looks like, just remember having seen some rounded corners (stencil mask?). Of course I am aware that Stellarium has other projections as well. For Scenery3d my colleagues rendered OpenGL perspective into framebuffer objects which were then reprojected with painter.drawSphericalTriangles(). A similar trick might work if you find the transformation perspective->oculus. Maybe there is an Oculus SDK that does this? G. On Di, 2.09.2014, 19:17, Jörg Müller wrote: > Am 2014-09-02 um 03:59 schrieb Georg Zotti: >> Does the Oculus Rift use something else than perspective (i.e. standard >> OpenGL) projection? > > Of course it does, or does [1] look like normal perspective projection > to you? You have to keep the lens distortion in mind. Moreover have you > had a look at the projection code of stellarium? It definitely doesn't > use standard OpenGL projection, how could it? > > I didn't have enough time during the short period I had access to the > Rift to look into both mathematical backgrounds - Rift and stellarium > projection. > > Regards, > Jörg > >> There is likely no need for parallax support (differences in Left/Right >> eye based on object distance, which is "infinite" in our case - you >> would >> not perceive perspective parallax even for cases like "Ganymed transit >> over the Great Red Spot" or such, in nature), so does feeding the same >> image in perspective projection into both eyes, with some fixed fov >> ("natural" eyes have no magnification either ;-), not suffice? >> >> G. >> >> On Di, 2.09.2014, 07:54, Jörg Müller wrote: >>> Hi, >>> >>> seems like there's a lot of interest about this, I just got a mail on >>> Friday with the same question, this was my reply: >>> >>>> When the first dev kit came out, I did a very rough implementation >>>> for stellarium, which would have needed a lot more fine tuning. >>>> >>>> One of the biggest problems is to get it working with how projection >>>> works in stellarium. It has quite a few modes, but none of them really >>>> works with the Rift. >>>> >>>> Another problem is that it looks nice as long as you don't use >>>> magnification. If you do that you soon realize that the sensors are >>>> not accurate enough for higher magnifications and also you can't >>>> really hold your head still enough. >>>> >>>> Unfortunately I only borrowed a Rift for a limited time period, so I >>>> didn't even start the projection mode as it would have taken too long. >>>> >>>> I don't know if I still have the code, as I'm currently not at home, >>>> but it's pretty much useless now as the whole rendering system of >>>> stellarium changed meanwhile, and so did the Rift SDK probably. >>> Regards, >>> Jörg >>> >>> On 2014-09-01 at 09:27 Mike Sabatino wrote: >>>> Hi, has there been any movement on Oculus Rift support? There was a >>>> thread from this time last year regarding a conversion but nothing >>>> since. Thanks- >>>> Mike >>>> >> |