Re: [osg-users] Anyone Experimenting with OSVR
dimi christop wrote: > I also just got my Unit. > The say that the HDK 1.3 hav superior lenses compared to the DK2. > OSG support should be possible taking the osvrtrackviewer code as a starting > point . They use side-side split screen stereo. > > > Dimi > > > > > > > > On Tuesday, December 8, 2015 8:50 PM, David Glenn <> wrote: > > > > Greetings All! > > Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try > it out and there are still parts of it that I have not tried out yet (like > the IR camera). So far most of the effort has been testing what works and > what is a work in progress. One thing that I noticed off the bat is that the > screen is only at an HD level. > > Also, I'm evaluating it using game development software. So I'm going off the > deep end right out of the box. I feel comfortable doing this given that I > have already been dabbling in Oculus Rift from the start, so I can compare > and contrast. So far, I have dealt with Dev Kit 1 and have dabbled with DK2 > and other demos and this is just another notch in the belt for me, but most > of this has been done using Unity because it more geared to what my handlers > expect me to develop to theses days. > > However, I am always looking at subjects that I can learn and give talks > about and I'm getting a little sick of talking terrain. VR has a little more > meat on bones and it would be nice to get something working in VR for the > next SIGGRAPH BOF. > > Oh, and it looking at it, there seems to be at least one OSVR test app that > uses OSG, but it's not a VR Demo as it is just a way to test head tracking > movement. > > ... > > Thank you! > > Cheers, > David > > > David Glenn > --- > D Glenn 3D Computer Graphics Entertainment. > www.dglenn.com > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65828#65828 > (http://forum.openscenegraph.org/viewtopic.php?p=65828#65828) > > > > > > ___ > osg-users mailing list > () > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > -- > Post generated by Mail2Forum So far I have only tried the IR camera once with limited success! The internal accelerometer seems to work well enough for me so I've just been using that alone for now. They have a Unity plug-in and it has it's own version of the server that I've been using. I have made some Unity test Demos using that and it has been working well. I'm going to whip up some simulation demo and attach OSVR (and later Oculus Rift) to it. Maybe John will let me demo it at one of his BOF's at Siggraph this year. I may give a pretention at one of the fan cons - like at Dragon Con. I'm almost putting the PowerPoint presentation together as I speak. Using this stuff, I'm reminded of the tracking stuff that I used to do when was working in immersive simulation. Especially the tracking! I used to use that tracking hardware that InterSense made long ago! I know that it's exactly like the good old days, but it surprisingly close - even better in some ways! :) David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66020#66020 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
I also just got my Unit.The say that the HDK 1.3 hav superior lenses compared to the DK2.OSG support should be possible taking the osvrtrackviewer code as a starting point . They use side-side split screen stereo. Dimi On Tuesday, December 8, 2015 8:50 PM, David Glennwrote: Greetings All! Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try it out and there are still parts of it that I have not tried out yet (like the IR camera). So far most of the effort has been testing what works and what is a work in progress. One thing that I noticed off the bat is that the screen is only at an HD level. Also, I'm evaluating it using game development software. So I'm going off the deep end right out of the box. I feel comfortable doing this given that I have already been dabbling in Oculus Rift from the start, so I can compare and contrast. So far, I have dealt with Dev Kit 1 and have dabbled with DK2 and other demos and this is just another notch in the belt for me, but most of this has been done using Unity because it more geared to what my handlers expect me to develop to theses days. However, I am always looking at subjects that I can learn and give talks about and I'm getting a little sick of talking terrain. VR has a little more meat on bones and it would be nice to get something working in VR for the next SIGGRAPH BOF. Oh, and it looking at it, there seems to be at least one OSVR test app that uses OSG, but it's not a VR Demo as it is just a way to test head tracking movement. ... Thank you! Cheers, David David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65828#65828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
Greetings All! Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try it out and there are still parts of it that I have not tried out yet (like the IR camera). So far most of the effort has been testing what works and what is a work in progress. One thing that I noticed off the bat is that the screen is only at an HD level. Also, I'm evaluating it using game development software. So I'm going off the deep end right out of the box. I feel comfortable doing this given that I have already been dabbling in Oculus Rift from the start, so I can compare and contrast. So far, I have dealt with Dev Kit 1 and have dabbled with DK2 and other demos and this is just another notch in the belt for me, but most of this has been done using Unity because it more geared to what my handlers expect me to develop to theses days. However, I am always looking at subjects that I can learn and give talks about and I'm getting a little sick of talking terrain. VR has a little more meat on bones and it would be nice to get something working in VR for the next SIGGRAPH BOF. Oh, and it looking at it, there seems to be at least one OSVR test app that uses OSG, but it's not a VR Demo as it is just a way to test head tracking movement. ... Thank you! Cheers, David David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65828#65828 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
On Fri, Nov 20, 2015 at 9:37 AM, Björn Blissingwrote: > > This is a good idea, provided that you are able to send the HMD an image with > higher resolution then the native resolution of the display. Otherwise the > warping inside the FPGA will have too few pixels to work with. > > /Björn Well, that is no different than what we do now with the Rifts - you also render in higher resolution so that the shaders have a margin for the warping. I don't know which version of HDMI does the HDK use, but there should be ample bandwidth to do this. If they are using Display Port instead, it is even easier, because that supports higher resolutions. J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
Jan Ciger wrote: > The HDK itself has some interesting features that no other consumer HMD on > the market has, though. Display resolution is not the main thing there, even > though it should be comparable to Rift DK2. > > For me the key differentiator is the built-in FPGA for image processing. That > could do things like the image distortion and colour aberration correction in > hardware, without the application needing to be aware of it all. The > application feeds it a regular side-by-side or frame sequential signal and > the FPGA would do all the work that currently has to be hacked in through > shaders or the late image warping used by Rift for reducing the tracking > latency. Basically that would make integration of such HMD very trivial, not > requiring specific support from Nvidia or a proprietary SDK where you are at > the mercy of the driver vendor because everything is done by your PC. This is a good idea, provided that you are able to send the HMD an image with higher resolution then the native resolution of the display. Otherwise the warping inside the FPGA will have too few pixels to work with. /Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65702#65702 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 19/11/15 19:50, David Glenn wrote: > Greetings All! > > I've been messing with Rift at work for some time now but mostly on > Unity, so I wanted to get a feel of how others are out there and I > did get a taste of OSVR at the razor booth at GDC. So when it came > to getting one for my own experimentation, I decided to try the HDK > out! I Figure that it might not be at the level of Crescent Bay, > but it can't be any worse than DK1. > > That's about the level that I've been able to study at in given > that I'm not a AAA game developer. > > FYI: My lone game credit in my resume was WWII-online! > Please be aware that OSVR is not really the HMD (HDK) - the much larger part is the software framework to manage the VR hardware for you application (even if you are not using the HDK). The HDK itself has some interesting features that no other consumer HMD on the market has, though. Display resolution is not the main thing there, even though it should be comparable to Rift DK2. For me the key differentiator is the built-in FPGA for image processing. That could do things like the image distortion and colour aberration correction in hardware, without the application needing to be aware of it all. The application feeds it a regular side-by-side or frame sequential signal and the FPGA would do all the work that currently has to be hacked in through shaders or the late image warping used by Rift for reducing the tracking latency. Basically that would make integration of such HMD very trivial, not requiring specific support from Nvidia or a proprietary SDK where you are at the mercy of the driver vendor because everything is done by your PC. You could even connect the thing to your Bluray player or a Playstation and play 3D movies on it directly, without any special software support. Good luck trying to do something like that with the Rift ... The FPGA firmware for this isn't available yet, but the hardware is in place and is documented - they are a bit hoping that some 3rdparty hacker will sit down and write the necessary Verilog for this, based on the recent blog post. Regards, J. -BEGIN PGP SIGNATURE- Version: GnuPG v2 iD8DBQFWTicOn11XseNj94gRArwUAJ9HSl++uOtmubLBYMVhGO9Zz00gswCfbSfB btHzOod/VpnNDNVznUKNXvo= =bSYi -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
Greetings All! I've been messing with Rift at work for some time now but mostly on Unity, so I wanted to get a feel of how others are out there and I did get a taste of OSVR at the razor booth at GDC. So when it came to getting one for my own experimentation, I decided to try the HDK out! I Figure that it might not be at the level of Crescent Bay, but it can't be any worse than DK1. That's about the level that I've been able to study at in given that I'm not a AAA game developer. FYI: My lone game credit in my resume was WWII-online! David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65698#65698 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
Hi David, I looked at it a couple of months back. My hope was to generalize my Oculus integration to be able to use OSVR as well. But due to lack of time and lack of an OSVR HMD for testing I had to abandon my efforts. Regards Björn >-Original Message- >From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On >Behalf Of David Glenn >Sent: Monday, November 09, 2015 11:27 PM >To: osg-users@lists.openscenegraph.org >Subject: [osg-users] Anyone Experimenting with OSVR > >Greetings All! > >Is anyone experimenting with OSVR yet? > >I know that there is some Oculus stuff that people have tried with some >limited success, but just wondering if anyone looked at it from the OSVR >standpoint! > >... > >Thank you! > >Cheers, >David > > >David Glenn >--- >D Glenn 3D Computer Graphics Entertainment. >www.dglenn.com > >-- >Read this topic online here: >http://forum.openscenegraph.org/viewtopic.php?p=65589#65589 > > > > > >___ >osg-users mailing list >osg-users@lists.openscenegraph.org >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
Hi, On Tue, Nov 10, 2015 at 11:28 AM, Björn Blissingwrote: > Hi David, > > I looked at it a couple of months back. My hope was to generalize my Oculus > integration to be able to use OSVR as well. But due to lack of time and lack > of an OSVR HMD for testing I had to abandon my efforts. You don't really need an OSVR HDK to test this. It should work even with Oculus Rift DK1 and DK2, Vrvana's Totem and, of course, the Sensics HMDs (dSight and such). They ship example descriptors for these. Basically what OSVR manages for you is mainly the display configuration - things like what are the distortion parameters, IPD, focal distance, resolution, etc. I am not sure whether or not there are plugins written to initialize the individual HMDs and handle their built-in trackers - I am sure there is one for the OSVR HDK, but I haven't seen ones for the other HMDs. If there isn't one already (I didn't really look), it wouldn't be too hard to write one, though, using the official Rift SDK. Correction: Of course that there is one: https://github.com/OSVR/OSVR-Oculus-Rift (haven't tried it) Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anyone Experimenting with OSVR
On Mon, Nov 9, 2015 at 11:26 PM, David Glennwrote: > Greetings All! > > Is anyone experimenting with OSVR yet? > > I know that there is some Oculus stuff that people have tried with some > limited success, but just wondering if anyone looked at it from the OSVR > standpoint! I am doing quite a bit of OSVR integration work at my current job, mostly because we use GearVR quite a bit and getting VRPN working on Android and in Unity3D is a pain. It can be done, but OSVR had supposedly supported Android port and more features, so we have tried that instead. In short, the framework parts related to device management and tracking work, even though you need to expect some rough edges. It is basically a layer on top of VRPN (the VRPN maintainer now works for Sensics, the company behind OSVR), with the protocol mostly being compatible. For example, you can use VRPN clients to receive data from an OSVR server for devices like trackers or buttons, of course without the extra metadata. I have also written a few plugins for OSVR to expose data from other sources (Kinect, Natural Point's Optitrack, etc.) or to process/transform tracking data using scripts - the APIs required are there and it basically works, even though a few things are still a bit rough. It is usable, though. Where things could go south is if you try to do things the OSVR developers didn't anticipate - I think I am one of the leading external bug reporters on their issue tracker because we are always finding use cases they didn't expect or that nobody has attempted before. For example, right now it is impossible to use an external OSVR server (i.e. not running on the same machine as your client - probably the most common VRPN setup) with the official code, unless you use kludges like defining an environment variable or a local OSVR server to point to the remote one. The code to allow this is there and works, but I was told that the clients are not supposed to use the sw in this way so it is not exposed in the API. I have a patch submitted for this, but it wasn't accepted yet. I cannot comment on the parts related to HMDs (management of distortion and such) - never used it and Oculus Rift and GearVR that we use pretty much require the use of their native SDKs so unless you have the OSVR HDK helmet, it is probably not going to be all that useful, because the Rift-proprietary features will not be supported (at least with the current code - could change in the future). >From what I can see from the source, the HMD support is right now mostly about publishing the HMD parameters (like the distortion parameters, focal length, etc.) in the metadata tree and then there are some utilities and examples provided that can use that information and calculate the correct matrices for your client application (it uses Eigen everywhere, so it is API agnostic), making it independent from the exact model of the HMD you use. At least that's the idea, the practical implementation (and performance) of this remains to be seen. There may be some other tools available which are outside of the main OSVR-Core tree, but I haven't looked at this part of OSVR in any depth, so take this with a grain of salt. Also keep in mind that OSVR is still under a heavy development - if you need unconditional API/protocol stability, it is probably safer to use VRPN, which is a known quantity and pretty much an industry standard. In addition, there is likely a lot of OSVR development happening out of public view - they (Sensics) are certainly at least in talks with major hw/sw players if not in collaborations already, judging from the list of partners, so things will most likely change quite a bit. On the other hand, VRPN is very limited compared to what OSVR can do, especially when it comes to publishing of the metadata - publishing things like names of the tracked rigid bodies, marker - rigid body associations, orphan markers in the scene, quality of tracking per joint, etc. VRPN cannot deal with any of that without major nonstandard kludges. OSVR is also designed for runtime reconfiguration without restarting the server, so you can have plugins publish changes (e.g. when a new device is connected) on the fly and the client will pick that up and re-establish the data routing correctly. Again not something typical VRPN setups can do. I suggest you test the software and see whether it fits your needs. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anyone Experimenting with OSVR
Greetings All! Is anyone experimenting with OSVR yet? I know that there is some Oculus stuff that people have tried with some limited success, but just wondering if anyone looked at it from the OSVR standpoint! ... Thank you! Cheers, David David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65589#65589 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org