Ah, I see. It's also amazing how they apparently precompute a correction
for chromatic aberration...

Sure, doing it with a proper projection is the cleanest solution. The
framebuffer trick was just the easiest solution we saw when we needed
Z-Buffering for the foreground (which is not required here).

Whichever way, finished contributions welcome, I have no time for it.

Kind regards,
Georg


On Di, 2.09.2014, 23:42, Jörg Müller wrote:
> 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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