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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