Stereoscopic rendering for Oculus ;)

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ronjart
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Good to hear ;) I'm glad you guys are experimenting with vr-tech.
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Seekerfinder
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stratified wrote:Just for the fun, we hooked up the rift in Octane some time ago and it was quite cool. We still have lots of things to do but we can dust off the old code if we have some time. We just can't promise when.

Cheers,
Thomas
That's exciting Thomas!

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dionysiusmarquis
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I'm in! Maybe Brigade is siutable for it, as a realtime solution?
MOSFET
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Bump! Just pre-ordered a DK2 (Development Kit 2) which should arrive in July. Excited about the new display and positional head tracking.
r-username
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Oculus was just at the sxsw festival in autin tx and they had rented a loft to demo the rift. Quite impressive given the end user price.

At a Q and A session I was under the impression that they ran out of source components for the first round of headsets. it's great to hear that you could get in a que for one.

One other thing, there seemed to be some talk about Apple now having a patent for such a device. Not sure how that happened, hasent this been around since the 1980's?

The sad thing is that it is quite common for apple to just sit on patents so others can't develop the technology, very far from the Apple that I grew up with.

sxsw http://sxsw.com/
apple http://gizmodo.com/apple-patents-oculus ... 1480987894
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DayDreamer
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Hello there,

well, Octane 2.0 is out, but I can't seem to find any information regarding Oculus Rift? The usual stereoscopic camera makes my eyes hurt :( Manuals are also not much help.

Is there a way to distort pictures Oculus way within the Preview window (would be great if it worked for Cinema4d as well)
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Goldorak
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Use parallel stereo, set the IPD to .65 mm, use 125 degree thin lens camera + distortion at ~100%. Then use lens shift to swap the left and right views (on my Rift -.7 works). We're going to support the Rift more robustly via Lua. Please let me know if the prior info is helpful.
DayDreamer
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Hey there,

the best choice was to get something working and mimic it :) So I got the Tuscana demo from Oculus Homepage and DLed Unity bundle which has fbx of everything inside. So I recreated roughly the demo and from my experience:
  • FOV is irrelevant for 3d-vision. Use it as if it was usual photo-related slider (in the demo there is 80-100 degree)
  • Distortion values of 1 matches Oculus' Tuscana demo
  • Parallel cameras and Sidebyside should be used as Oculus' SDK says
  • Stereo Distance at 0 gives you "flat" picture and as it increases, objects closer to the camera get more shifted.
  • Important is to mimic size of the Octane-render-window like Oculus does, fullscreen as it is today doesn't work. Window has to be smaller. I suppose, it would be best, if a black mask surrounding the picture would be added. Like many Oculus' devs do.
Сinema4d's setup
Сinema4d's setup
Thanks for your advice ;)
http://doc-ok.org/'s blog may answer many of your questions about VR.

Also it would be great the ability to go above 1 for Distortion, I'm not sure about the relationship between the Distortion and closeness to an object, but very close Distortion value 1 is not enough. (Maybe it's just CinemaPlugin limitation, can't tell)
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Goldorak
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Distortion maxes out at 1, it is the FOV that is too low. To match the Tuscany demo, use 125 degree FOV. You also need to set the IPD at .65, not .25.

Could you post an orbx package of this scene? I canl modify it to create an OCS that works with my Rift.
volome
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Please! :)
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