Hi Christian,
I still haven't managed to get my hands on an Oculus Rift, but as soon as
KickStarter rewards get delivered, I will work on this point.
There is already some kind of specific distortions implemented in OSG for
dome projection (osgdistortion example).
>From what I've heard, the distorsion shader for the Rift is quite easy to
implement.
Luc - VRGeek and Rift fan
De :
Christian Buchner <[email protected]>
A :
OpenSceneGraph Users <[email protected]>
Date:
20/03/2013 19:32
Objet :
[osg-users] adding barrel distortion for stereoscopic rendering in Oculus
Rift head set
Envoyé par :
[email protected]
Hi,
has anyone here started to add some Oculus Rift support as an additional
stereoscopic mode of OSG?
It would require some barrel predistortion (with the exact parameters yet
to be announced) and requires rendering at 60 FPS with vsync, side by
side. 1280×800 resolution. It's probably a good idea to render each eye to
an FBO and perform the barrel distortion in a pixel shader. Maybe the
rendering to FBO needs to be done at a slightly higher resolution because
the barrel distortion leads to a higher effective resolution at the center
of the image. And you certainly don't want to see any aliasing there.
Christian
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