Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Björn Blissing
Jan Ciger wrote: Just a quick report - I have managed to compile your code and it does indeed work with the Oculus SDK on Linux. I have send you a pull request with a modification already. Great! I have merged your changes. On windows the CMake module path started searching from the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Jan Ciger
On Fri, Jul 5, 2013 at 11:01 AM, Björn Blissing bjorn.bliss...@vti.se wrote: Great! I have merged your changes. On windows the CMake module path started searching from the wrong path, so I changed it so that it always starts searching from the current CMakeLists.txt file directory. I also

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
Jan Ciger wrote: Sure thing. BTW, it would be best to start e.g. a Github repo for this. I am sure there will be contributors. Jan My code is available at the following GitHub repo: https://github.com/bjornblissing/osgoculusviewer The latest edition is tested against the SDK 0.2.3

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
On Thu, Jul 4, 2013 at 10:32 AM, Björn Blissing bjorn.bliss...@vti.se wrote: My code is available at the following GitHub repo: https://github.com/bjornblissing/osgoculusviewer The latest edition is tested against the SDK 0.2.3 version, which was released just hours ago. Support is added

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
I have successfully compiled the source on Linux. Although I only have terminal access to the linux machine for the moment, so I have not been able to verify that the program actually works. Regarding the question about why I used CompositeViewer. Well the simple answer was because I started

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
Hi, On Thu, Jul 4, 2013 at 3:50 PM, Björn Blissing bjorn.bliss...@vti.se wrote: I have successfully compiled the source on Linux. Although I only have terminal access to the linux machine for the moment, so I have not been able to verify that the program actually works. I will check that

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 07/04/2013 03:50 PM, Björn Blissing wrote: I have successfully compiled the source on Linux. Although I only have terminal access to the linux machine for the moment, so I have not been able to verify that the program actually works.

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Torben Dannhauer
Hi, I implemented a distortion frame for for OSG for A 6 channel helicopter simulator last year. I was absent for several month due to my PhD thesis but it is finished today, so I'll plan to dive into it again in the next days/weeks My further plans are to clean up the code, introduce it into

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hello, On Wed, Jul 3, 2013 at 11:03 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi, I implemented a distortion frame for for OSG for A 6 channel helicopter simulator last year. I was absent for several month due to my PhD thesis but it is finished today, so I'll plan to dive into it

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hi Luc, On Wed, Jul 3, 2013 at 12:59 PM, Luc Frauciel luc.frauc...@star-apic.comwrote: Hi jan, That would be good, I am working on the Rift too, but I am a bit hampered by weird issues with slave cameras (how to set a projection matrix on a slave camera correctly?? Mine gets always

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device. This class also works if no Oculus Device is connected, then it just return the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 4:20 PM, Björn Blissing bjorn.bliss...@vti.se wrote: Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device.

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Jan Ciger wrote: Ah, cool! Thanks for that, I will have a look at it. Regards, Jan NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Best

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 5:54 PM, Björn Blissing bjorn.bliss...@vti.se wrote: I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Sure thing. BTW, it would be best

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Björn, On 07/03/2013 05:54 PM, Björn Blissing wrote: NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested.

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-06-28 Thread Roy Arents
Hi, Jeff (jbail) pm'd me as his post is not approved yet. He has posted some code on the Oculus developer forum: https://developer.oculusvr.com/forums/viewtopic.php?f=39t=1885sid=4a751a276c8632e6671109c636244188 I did not tested it myself, but it looks great! Until his reply gets approved,

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-06-17 Thread Roy Arents
Hi, Did someone achieved this yet? My oculus arrived yesterday and I'll be working on my application next month. I'm not sure whether I'll use osg or something else, but if someone already got this to work... Maybe you could share the code as well, or give some pointers when I'll start working

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-05-28 Thread Trystan Larey-Williams
I just got my Rift dev kit today and plan to look at this a bit as well. I'm a little slammed on time for the next week, so I don't have any estimates but I'll post when I have something to show. If anyone else has already made progress, please share ;) Cheers, Trystan -- Read

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Luc Frauciel
, the distorsion shader for the Rift is quite easy to implement. Luc - VRGeek and Rift fan De : Christian Buchner christian.buch...@gmail.com A : OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: 20/03/2013 19:32 Objet : [osg-users] adding barrel distortion for stereoscopic rendering

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Christian Buchner
My point is that there is no need to wait for the thing to arrive to actually implement something. The barrel distortion parameters can also be adjusted when the hardware finally arrives ;) Christian ___ osg-users mailing list