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
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
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
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
Yes totally agree. Its going to be interesting.
On Thu, Apr 4, 2013 at 12:44 PM, Brian Corrie bcor...@sfu.ca wrote:
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
Hello,
To consider the Oculus Tracker the head orientation should be applied to
vtkCameras view matrix. This should be straight forward. The lens distortion
is more challenging. The Oculus Rift SDK documentation says that lens
distortion is applied as a post-process. So we need a render target