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Author Topic: OculusVR working strange  (Read 9286 times)
prenner
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« on: January 14, 2014, 03:37:53 pm »

Hi,

we experimented a bit with the Oculus Rift.
The tutorial unfortunately did not really work out for us: We had to change the zero parallax distance from 0.01 to 0.2 to get a reasonable image. Moreover, we had to change left and right eye Viewareas. Our version of the tutorial X3D-file is attached.

Could you please give some information on the right values and the unit for parallax distance? Up to now, our results are kind of ok, but not yet like in other demos.

Are you by the way planning to also implement an OculusVR IOSensor for Linux?

Thanks,
Patrick
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tfranke
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« Reply #1 on: January 14, 2014, 04:55:10 pm »

Hi Patrick,

we noticed some oddities ourself and believe the underlying OpenSG implementation has a parameter mismatch with the X3D interface. We are still working on that. Unfortunately, this means that any parameter set at the moment is most likely to be wrong and/or experimental.

We want to support the Oculus on Linux too, but currently there is no schedule set up for it.

Cheers
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tfranke
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« Reply #2 on: January 14, 2014, 04:56:13 pm »

I have opened up a ticket for this issue in our system, will report back after the next group meeting.

Cheers
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Thies-Pfeiffer
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« Reply #3 on: February 12, 2014, 01:21:40 pm »

Hi,

is there any progress/update on the OculusVR part? We are having a demo for a review next week and it would be great to get the perspective right.

Best
Thies

PS: Patrick's in our group (initial posting)...
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tfranke
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« Reply #4 on: February 17, 2014, 11:01:38 am »

Hi Thies,

unfortunately the mismatch is still there. We're currently looking at the OpenSG implementation of the stereo view (Instant Reality is simply using it in the ShearedStereoViewModifier), and it appears that the mismatch is due to the assumption in the Oculus SDK that the cameras are parallel, which isn't true for the view modifier.

Do you have an alternate setup you can work with?

Cheers
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