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Oculus Rift

Posted: 31 Jul 2013, 09:45
by zoidberg
Hi,

received my Oculus Rift DevKit yesterday. Really cool gadget!

And yes, it works with Ventuz. No special implementations needed, only a simple stereoscopic 3D project. For Head Tracking or other sensor requests some C++ code is necessary.

Image

Regards,
Anton

Re: Oculus Rift

Posted: 31 Jul 2013, 10:05
by Christian Krix Schmidt
We received our kit a few weeks ago and finally got around to finishing the full Ventuz implementation ourselves. It is a great piece of technology. I am totally in love with it. In order for it to work you have to develop two parts however. First the connection to the head tracking like you said. And second is the optical distortion Shader to match the human eye and lens distortion. This distortion is pretty strong and without it you won't get the desired effect. But it works great.Can't wait to create some projects with it.

Re: Oculus Rift

Posted: 31 Jul 2013, 10:25
by zoidberg
Hi Christian,

your right with the optical distortion shader.
Hope they really update the consumer version with high-res displays. The current resultion per eye is nice for first developments, but for customer projects it`s not the "yellow from the egg" ;-)

Currently i try to combine it with the Intel Perceptual Computing Camera http://software.intel.com/en-us/vcsourc ... puting-sdk. Tracking the body position with the camera and head position with the Oculus.

But i really have to improve my C++ skills....

Re: Oculus Rift

Posted: 02 Aug 2013, 14:28
by ErikB
Yah I got mine as well.. I got the shader written and working quite quickly, but I haven't done the tracking part yet. That looks a bit of a pain. And it is too hot.

The future I was promised as a kid is finally here and it is too hot for me to care. Pfft. Reality(TM) kicks my dreams in the nads again.

Re: Oculus Rift

Posted: 02 Aug 2013, 20:23
by zoidberg
Hi Erik,

i used the minimal C# Wrapper from Davyloots: https://github.com/davyloots/riftsharp
It delivers the orientation parameters of the Rift. For some simple tests it`s very helpfull.

Regards,
Anton

Re: Oculus Rift

Posted: 04 Aug 2013, 06:09
by Christian Krix Schmidt
From what I could gather the biggest problem was getting the Rift running in a C# node with Ventuz3 as it is .NET 3.5 and the Rift uses 4 or even 4.5. But luckily I did not have to deal with that one myself.

Re: Oculus Rift

Posted: 05 Aug 2013, 08:22
by Karol
Ventuz 4 will be .Net 4.5 compatible!

Re: Oculus Rift

Posted: 25 Mar 2014, 09:50
by gabrielefx
any plan to create some dedicated node for the Oculus 2 (when available)?

regards

Re: Oculus Rift

Posted: 09 Apr 2014, 08:33
by Chris
Oculus VR.........now owned by Facebook........