It appears to me that the biggest issue in supporting the Oculus Rift
would be that they use an optical distortion for the left and right eye
(to achieve a bit of a fish eye type effect). Thus I don't think just
displaying a left/right eye view (like one does now with Paraview on
flat screen stereo displays) would be sufficient. It seems like you need
to go through their API for the distortion...
Integrating their head tracking into Paraview might be a bit tricky as
well...
Brian
On 04/04/2013 9:16 AM, Aashish Chaudhary wrote:
Hi Stephan,
The currently we assume that screens are fixed in space and therefore
supports, systems like caves, walls etc. I think it will be easy to
implement
(or update the code for HMD). If there is an interest we could support
it technically by providing you info on current implementation over emails.
Thanks,
On Thu, Apr 4, 2013 at 9:23 AM, Nikhil Shetty <nikhil.she...@kitware.com
<mailto:nikhil.she...@kitware.com>> wrote:
Hi Stephan,
There is a CAVE module in PV but I'm not sure how good it should be
for an HMD. Long ago I had written PVJuggler module which enables PV
for Immersive environments using VRJuggler. VRJuggler can be
configured for HMD. So it should work but I havnt tested it on the
RIft (still waiting for it to show up at my door :) )
-Nikhil
On Thu, Apr 4, 2013 at 4:06 AM, Stephan Rogge
<stephan.ro...@tu-cottbus.de <mailto:stephan.ro...@tu-cottbus.de>>
wrote:
Hello,____
__ __
we’ve just ordered an Oculus Rift device and can’t wait to get
our hands on it. Until we can dive into this immersive
experience we wonder whether OR is supported by ParaView / VTK?
Before we start to think about adopting VTK-code pieces we would
like to know if anybody else is preparing PV for the HMD.____
__ __
Cheers,____
Stephan____
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| Aashish Chaudhary
| R&D Engineer
| Kitware Inc.
| www.kitware.com <http://www.kitware.com>
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