Hi,

I'm sorry, you should find it in [1] this time. It's easy to see that 
it's not simply a stencil mask or similar. Also it would not make sense 
to render into a framebuffer and then apply the distortion as this is an 
unnecessary loss of quality, instead the math should be done right and a 
real Oculus Rift projection should be implemented. There is an Oculus 
SDK, it's however not GPL compatible and thus fails to be useful for 
stellarium.

Regards,
Jörg

[1] 
https://xqpkia.dm1.livefilestore.com/y2pnT7msWaZ1TZdaJtxTaG6ZKFzROy5Gc68qfBAooKQaspIa22vzT4oQE7phONHUL-hSSHy5bTONx5aMp6pkL8IQHz86VW3TIea10ECc4Kz4DY/01-TSC-1080.png

Am 2014-09-02 um 16:11 schrieb Georg Zotti:
> 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
>>>>>
>
>
>
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