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 >> > > _______________________________________________ > GEM-dev mailing list > GEM-dev@iem.at > http://lists.puredata.info/listinfo/gem-dev _______________________________________________ GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev