Hello,
Yep, and if oculus doesn't provide a shader for barrel distortion, there is plenty of example on the web. ++
Jack
Le 25/07/2013 12:17, Cyrille Henry a écrit :
hello,
one have to use shader in order create the image distortion.
i think oculus should provide standard shader that you have to insert in your rendering process.
the only problem is that you have to do 2 rendering : one for each eye. The best solution is to do a 3 pass rendering : 1st : left eye view without distortion, rendered in a frame buffer 2nd : right eye view (no distortion / framebuffer) 3rd : using the 2 previous texture and a shader, render the final image
cheers c
Le 25/07/2013 12:04, Michael Mihocic a écrit :
Dear list,
we are using GEM with a head-mounted-display to present a virtual world to subjects performing acoustic localization experiments.
Now we plan to switch from our current HMD to Oculus Rift (an upcoming virtual reality head-mounted display). Therefore we need to modify our image and add (asymetric) barrel distortion to the represented image. (The image distortion is compensated by the lenses in Oculus Rift.)
My questions now:
- Is there an easy solution to implement barrel distortion to the
rendered window in GEM?
- Does anybody of you already have some experience with GEM together
with Oculus Rift?
Since attachments should be avoided in this list, I do not send any example pictures of the distortion or our current presented world. If you are interested you can either contact me and I can send you some screenshots, or you can google for example images/videos of Oculus Rift distortion.
Thanks in advance and best regards, Michael
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