Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Jan Ciger
On Fri, Jul 5, 2013 at 11:01 AM, Björn Blissing  wrote:
> Great!
>
> I have merged your changes. On windows the CMake module path started 
> searching from the wrong path, so I changed it so that it always starts 
> searching from the current CMakeLists.txt file directory.
>
> I also made the style of the CMake files consistent with what OpenSceneGraph 
> uses. Found and removed some unused CMake code parts as well.
>

OK, nice. I will check it out later tonight.

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Björn Blissing

Jan Ciger wrote:
> 
> Just a quick report - I have managed to compile your code and it does
> indeed work with the Oculus SDK on Linux. I have send you a pull
> request with a modification already.
> 


Great!

I have merged your changes. On windows the CMake module path started searching 
from the wrong path, so I changed it so that it always starts searching from 
the current CMakeLists.txt file directory. 

I also made the style of the CMake files consistent with what OpenSceneGraph 
uses. Found and removed some unused CMake code parts as well.

Best regards
Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
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On 07/04/2013 03:50 PM, Björn Blissing wrote:
> I have successfully compiled the source on Linux. Although I only
> have terminal access to the linux machine for the moment, so I have
> not been able to verify that the program actually works.
> 
> Regarding the question about why I used CompositeViewer. Well the
> simple answer was because I started working from a old
> render-to-texture code snippet I had laying around on my
> harddrive.
> 
> But as Jan says, normally the composite viewer should be used when
> you have independent views. So the standard viewer should be more
> appropriate. If I get some time I maybe change to a master-slave
> camera solution. But my first priority was to get a working example
> up and running.
> 
> Best regards
> 
> Björn

Just a quick report - I have managed to compile your code and it does
indeed work with the Oculus SDK on Linux. I have send you a pull
request with a modification already.

It is a pity that they didn't include source code for the calibration
app - it doesn't run on my Linux due to newer version of udev :( And I
do wonder why they didn't use something like CMake to manage the build
instead of having 3 (!!) different downloads for Mac, Windows and
Linux, all with the same source inside, differing only in the way the
build is done and the bundled binaries ...

Regards,

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
Hi,

On Thu, Jul 4, 2013 at 3:50 PM, Björn Blissing  wrote:
> I have successfully compiled the source on Linux. Although I only have 
> terminal access to the linux machine for the moment, so I have not been able 
> to verify that the program actually works.

I will check that later tonight when I am back home.

> But as Jan says, normally the composite viewer should be used when you have 
> independent views. So the standard viewer should be more appropriate. If I 
> get some time I maybe change to a master-slave camera solution. But my first 
> priority was to get a working example up and running.

I would be very much interested if you could try the master/slave
version. I have all kinds of issues with the slave cameras and I am
not sure whether that is a PEBKAC or something more sinister going on.

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
I have successfully compiled the source on Linux. Although I only have terminal 
access to the linux machine for the moment, so I have not been able to verify 
that the program actually works.

Regarding the question about why I used CompositeViewer. Well the simple answer 
was because I started working from a old render-to-texture code snippet I had 
laying around on my harddrive.

But as Jan says, normally the composite viewer should be used when you have 
independent views. So the standard viewer should be more appropriate. If I get 
some time I maybe change to a master-slave camera solution. But my first 
priority was to get a working example up and running.

Best regards

Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
On Thu, Jul 4, 2013 at 10:32 AM, Björn Blissing  wrote:
>
> My code is available at the following GitHub repo:
> https://github.com/bjornblissing/osgoculusviewer
>
> The latest edition is tested against the SDK 0.2.3 version, which was 
> released just hours ago.
>
> Support is added for basic orientation tracking and correction for chromatic 
> aberration. I have only tested the code on Windows 7 with Visual Studio 2010. 
> But the latest SDK release has Linux support and I will try to test it when I 
> get some spare time.
>
> Best regards
> Björn

I will test that tonight, the Linux support came right in time :)

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing

Jan Ciger wrote:
> 
> Sure thing.
> 
> BTW, it would be best to start e.g. a Github repo for this. I am sure
> there will be contributors.
> Jan
> 


My code is available at the following GitHub repo:
https://github.com/bjornblissing/osgoculusviewer

The latest edition is tested against the SDK 0.2.3 version, which was released 
just hours ago. 

Support is added for basic orientation tracking and correction for chromatic 
aberration. I have only tested the code on Windows 7 with Visual Studio 2010. 
But the latest SDK release has Linux support and I will try to test it when I 
get some spare time.

Best regards
Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
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Hello Björn,

On 07/03/2013 05:54 PM, Björn Blissing wrote:
> NP!
> 
> I have also made progress with the sensor integration and have
> successfully added correction for chromatic aberration in my
> shader. I can upload it tomorrow if anyone is interested.
> 
> Best regards Björn

I have tested your code and it does work! You have done a good job
there. I had to disable all the OVR-related functionality, because the
SDK isn't available for Linux yet, but for test it is good enough.

However, I am wondering about two things.

- - Why a composite viewer? I was trying to do it using a normal viewer,
having two RTT cameras and then two ortho cameras rendering into the
two halves of the viewport. I thought that composite viewer is more
for the case when you have several *independent* views (like the 3-4
views in Blender/3DS Max), not a single one rendered in a specific way
(side-by-side stereo).

- - The second thing is related - I have noticed that you are manually
copying the view matrix to both RTT cameras, despite both views having
the camera manipulator assigned. It would be more logical to make the
RTT camera slave of the master camera of each view, then the view
matrix would auto-update from the camera manipulator and the copying
in the main loop wouldn't be needed.

I have tried that, but I have a problem with the projection matrix of
the slaves being messed up, despite setting the master's projection
matrix to identity. Could you test this? I am really wondering whether
it is me doing something dumb or whether my OSG is buggy :(

Regards,

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 5:54 PM, Björn Blissing  wrote:

> I have also made progress with the sensor integration and have successfully 
> added correction for chromatic aberration in my shader.
I can upload it tomorrow if anyone is interested.

Sure thing.

BTW, it would be best to start e.g. a Github repo for this. I am sure
there will be contributors.
Also, it does help to abstract the SDK code a bit away, because the
SDK doesn't work in Linux at the moment and there are also some
license issues that could be issues in some use cases (e.g.
combination with GPL code).

I have been testing the OpenHMD library - the tracking code kinda
works (there is no magnetometer support), but the display parameters
returned are bogus. I have also my own library in progress for this

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing

Jan Ciger wrote:
> 
> Ah, cool! Thanks for that, I will have a look at it.
> 
> Regards,
> 
> Jan
> 


NP!

I have also made progress with the sensor integration and have successfully 
added correction for chromatic aberration in my shader. I can upload it 
tomorrow if anyone is interested.

Best regards
Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
On Wed, Jul 3, 2013 at 4:20 PM, Björn Blissing  wrote:
> Hi,
>
> I have made a example called OsgOculusViewer that I succesfully tested with 
> my Rift Unit. I had to modify the shader in the SDK docs a bit and I also 
> made a class responsible for talking to the Oculus device. This class also 
> works if no Oculus Device is connected, then it just return the same values 
> as if the development kit was connected. I hope I haven't made any obvious 
> mistakes, but as always; no guarantees... ;)
>
> I have submitted the full source code to the thread mentioned earlier in the 
> thread, ie:
>
>
> Code:
> https://developer.oculusvr.com/forums/viewtopic.php?f=39&t=1885#p28546

Ah, cool! Thanks for that, I will have a look at it.

Regards,

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Hi,

I have made a example called OsgOculusViewer that I succesfully tested with my 
Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a 
class responsible for talking to the Oculus device. This class also works if no 
Oculus Device is connected, then it just return the same values as if the 
development kit was connected. I hope I haven't made any obvious mistakes, but 
as always; no guarantees... ;) 

I have submitted the full source code to the thread mentioned earlier in the 
thread, ie:


Code:
https://developer.oculusvr.com/forums/viewtopic.php?f=39&t=1885#p28546



Best regards
Björn [/url]

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hi Luc,

On Wed, Jul 3, 2013 at 12:59 PM, Luc Frauciel wrote:

> Hi jan,
>
>
> >That would be good, I am working on the Rift too, but I am a bit
> hampered by weird issues with slave cameras (how to set a projection
> matrix on a slave camera correctly?? Mine gets always overridden to
> some nonsense).
>
> When working on slave projection matrix for the Rift, I've done a stupid
> mistake leading to some nonsense and took time to understand the issue.
> osg has mechanisms to combine projection matrices (it's the case for child
> cameras, I assume it is the same for slave cameras), and only expect
> 'offset' matrices as child/slave.
> So the 'master' projection matrix, which is initialized to some default
> frustrum is applied before the others.
> With a full projection matrix defined as child/slave, you'll and up with
> garbage.
>

Yes, I have noticed this. I have set the master camera projection to
identity and used a full matrix on the slave camera. However, the matrix
still gets clobbered after first frame by something. It is not the camera
manipulator messing with it - it happens even when no camera manipulators
are installed. The resulting matrix has only some scaling and translation
set (for whatever reason) and is not a valid projection matrix. Also, the
matrix values are changing when I move the camera using the camera
manipulator - which is most odd, because that has no reason to touch
projection matrices, or??


> By initializing the master matrix to identity, it solved my problem. You
> could also only define these slave matrices as an offset from the first one.
> Don't know if that's your case, but if that could help...
>

That is what I did.
viewer.getCamera()->setProjectionMatrix(osg::Matrix::identity()) and then
set the matrices in full on the slave cameras that are attached to this
view. However, it still gets clobbered :( I could, of course, set the slave
cameras to use RF_ABSOLUTE, but that loses the advantage of having them as
slaves and being able to move cameras using a single view matrix. BTW, this
issue doesn't happen if I insert the cameras into the scene directly, not
as slaves, so it has to be some mess with the slave update callback doing
something strange to the matrices.


>
> Be also aware that stereo parameters in OSG can put a real mess into your
> matrices. I tend to think it's preferable to set them "by hand" when
> dealing with asymetric matrices.
>

For the time being I am not concerned about this. I am trying to get the
thing display something semi-correct using symmetrical projections and only
horizontal offset in the view matrices first, once that works I will move
on to get the proper frusta setup. I am not using the OSG built-in
side-by-side stereo code, I am setting up everything by hand.

Regards,

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Jan Ciger
Hello,

On Wed, Jul 3, 2013 at 11:03 AM, Torben Dannhauer  wrote:
> Hi,
>
> I implemented a distortion frame for for OSG for A 6 channel helicopter 
> simulator last year.
> I was absent for several month due to my PhD thesis but it is finished today, 
> so I'll plan to dive into it again in the next days/weeks
>
> My further plans are to clean up the code, introduce it into OSG and refactor 
> all distortion examples to use the new framework.
>
> This could also be used for the Oculus Rift..
>
> Cheers,
> Torben
>

That would be good, I am working on the Rift too, but I am a bit
hampered by weird issues with slave cameras (how to set a projection
matrix on a slave camera correctly?? Mine gets always overridden to
some nonsense).

The code on the Oculus website is only a non-working concept that
wasn't tested on a real Rift, according to the author. I have looked
at the code, but there are plenty of mistakes in that and many factors
are not taken into account - e.g. the lens offset relative to the
centre of the projection (thus the distortion needs to be adapted for
each lens).

Regards,

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Torben Dannhauer
Hi,

I implemented a distortion frame for for OSG for A 6 channel helicopter 
simulator last year.
I was absent for several month due to my PhD thesis but it is finished today, 
so I'll plan to dive into it again in the next days/weeks

My further plans are to clean up the code, introduce it into OSG and refactor 
all distortion examples to use the new framework.

This could also be used for the Oculus Rift..

Cheers,
Torben

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-06-28 Thread Roy Arents
Hi,

Jeff (jbail) pm'd me as his post is not approved yet. He has posted some code 
on the Oculus developer forum: 

https://developer.oculusvr.com/forums/viewtopic.php?f=39&t=1885&sid=4a751a276c8632e6671109c636244188
 

I did not tested it myself, but it looks great! Until his reply gets approved, 
he asked me to post this link here on his behalf. Hopefully this can get 
everyone started and we take osg/oculus to the next level

Thank you!

Cheers,
Roy

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-06-17 Thread Roy Arents
Hi,

Did someone achieved this yet? My oculus arrived yesterday and I'll be working 
on my application next month. I'm not sure whether I'll use osg or something 
else, but if someone already got this to work... Maybe you could share the code 
as well, or give some pointers when I'll start working with the rift.

Thank you!

Cheers,
Roy

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-05-28 Thread Trystan Larey-Williams
I just got my Rift dev kit today and plan to look at this a bit as well. I'm a 
little slammed on time for the next week, so I don't have any estimates but 
I'll post when I have something to show. If anyone else has already made 
progress, please share ;)

Cheers,
Trystan

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Christian Buchner
My point is that there is no need to wait for the thing to arrive to
actually implement something. The barrel distortion parameters can also be
adjusted when the hardware finally arrives ;)

Christian
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Luc Frauciel
Hi Christian,

I still haven't managed to get my hands on an Oculus Rift, but as soon as 
KickStarter rewards get delivered, I will work on this point.
There is already some kind of specific distortions implemented in OSG for 
dome projection (osgdistortion example).
>From what I've heard, the distorsion shader for the Rift is quite easy to 
implement.

  Luc - VRGeek and Rift fan



De :
Christian Buchner 
A :
OpenSceneGraph Users 
Date:
20/03/2013 19:32
Objet :
[osg-users] adding barrel distortion for stereoscopic rendering in Oculus 
Rift head set
Envoyé par :
osg-users-boun...@lists.openscenegraph.org



Hi,

has anyone here started to add some Oculus Rift support as an additional 
stereoscopic mode of OSG?

It would require some barrel predistortion (with the exact parameters yet 
to be announced) and requires rendering at 60 FPS with vsync, side by 
side. 1280×800 resolution. It's probably a good idea to render each eye to 
an FBO and perform the barrel distortion in a pixel shader. Maybe the 
rendering to FBO needs to be done at a slightly higher resolution because 
the barrel distortion leads to a higher effective resolution at the center 
of the image. And you certainly don't want to see any aliasing there.

Christian
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