Stereo Cubemaps on DK2

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Stereo Cubemaps on DK2

Postby VRDesktop » Wed Apr 29, 2015 9:38 am

VRDesktop Wed Apr 29, 2015 9:38 am
Hi, I'm the developer of Virtual Desktop for the Oculus DK2 and was interested in adding support for stereo cubemaps generated by OctaneVR for custom environments.
As I understand, the stereo cubemaps are essentially a png or jpeg made up of 12 consecutive square textures (I assume the first 6 are for the left eye's cubemap and the last 6 for the right eye's cubemap).

Do you have samples of such 18432x1536 stereo cubemaps that I can use to test my implementation?

Thanks
Guy

EDIT: Someone pointed me to the following zip: http://m.otoy.com/media/ORBX.zip, in case anyone wants to have a copy of the samples.
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Re: Stereo Cubemaps on DK2

Postby pkanyuk » Sun May 03, 2015 10:13 pm

pkanyuk Sun May 03, 2015 10:13 pm
+1 for stereo cubemap viewing on a DK2, I'd be interested if you come up with something.
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Re: Stereo Cubemaps on DK2

Postby rappet » Mon May 04, 2015 9:19 am

rappet Mon May 04, 2015 9:19 am
pkanyuk wrote:+1 for stereo cubemap viewing on a DK2, I'd be interested if you come up with something.

+1
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Re: Stereo Cubemaps on DK2

Postby Rikk The Gaijin » Tue May 05, 2015 2:14 am

Rikk The Gaijin Tue May 05, 2015 2:14 am
Your Virtual Desktop is pretty awesome, I use it often, keep it up! 8-)
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Re: Stereo Cubemaps on DK2

Postby VRDesktop » Thu May 07, 2015 4:45 pm

VRDesktop Thu May 07, 2015 4:45 pm
I've pushed a new version of Virtual Desktop which now supports Stereo Cubemaps as environments: http://www.reddit.com/r/oculus/comments/356v8h/virtual_desktop_update_support_for_otoys_stereo/
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Re: Stereo Cubemaps on DK2

Postby z_farm » Thu May 07, 2015 6:09 pm

z_farm Thu May 07, 2015 6:09 pm
Thanks!.. this is amazing. Hey is there a way to change it on the fly.. for instance. Say Im using the VR desktop, render an image, drop it into your program. Will or can it update in realtime. It would be great for iterating lighting.
My background is in VFX and videogame design. When you light a scene say for a film, you can render on one monitor and tweak settings on the other. There is no real way to do that in VR.. (other than take the headset on and off) this seems like a fantastic ( and only ) solution right now..

Thanks
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Re: Stereo Cubemaps on DK2

Postby VRDesktop » Thu May 07, 2015 11:05 pm

VRDesktop Thu May 07, 2015 11:05 pm
It still requires a click on "Create" in the Environment Editor. But it will update on the fly (the compilation takes a bit of time though so for iterating faster I'd recommend outputting to a non-stereo panorama, then click "Create": that should take 2 seconds).
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Re: Stereo Cubemaps on DK2

Postby gabrielefx » Fri May 08, 2015 7:08 am

gabrielefx Fri May 08, 2015 7:08 am
I need an authoring tool to define hotspots on stereo cube maps, make a simple navigation as I do in Panotour Pro.
I watched a 3d apartment demo for DK2 where focusing on target points was possible to change the camera position.
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Re: Stereo Cubemaps on DK2

Postby z_farm » Fri May 08, 2015 2:03 pm

z_farm Fri May 08, 2015 2:03 pm
Fantastic! Great job. I can't wait to get in and start lighting. Is there any particular virtual "office" you've been thinking about? Im working on the contest but maybe after its finished I'll come up with some cool office scenarios.

Side note.. are you bombarded from developers and funding people all the time? I noticed you just had a donation button up on your site. How are you funding your project?
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Re: Stereo Cubemaps on DK2

Postby Goldorak » Fri May 08, 2015 4:21 pm

Goldorak Fri May 08, 2015 4:21 pm
gabrielefx wrote:I need an authoring tool to define hotspots on stereo cube maps, make a simple navigation as I do in Panotour Pro.
I watched a 3d apartment demo for DK2 where focusing on target points was possible to change the camera position.


We're working on this right now for our Gear VR app. It is all handled through lua in an ORBX package (or folder if you unpack the ORBX) and read by the ORBX media player app. it is easy to create and edit the script manually with values for hotspots, overlays, navigation, audio etc.. It is entirely data driven (i.e scene is a lua table), so script/coding experience isn't required to make such interactive packages. We will have a desktop version as well, once we finalize the Gear VR app.

For authoring UI, it would be possible to create some scripts for SE that could export this lua table from Octane 2.x. while we work on the formal implementation for ORBX media packages in 3.0.
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