RenderingPipeline

from geometry to pixels

Realistic FoV in HMDs

Note: Quickly after the first version of this posting went online, Tom Forsyth noticed some misconceptions and mailed me a long explanation discussing the problems. Below is the updated version. Thanks Tom for helping me understanding the details!   It is best practise for virtual reality applications using a head mounted display, to try to […]

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Measuring Latency on HMDs

As latency is a big concern in virtual reality applications, I believe it would be highly beneficial to add a way to measure the latency to the (output) devices itself. Here I want to describe a way I think latency measurements could be done live for HMDs. This technique is not limited to HMDs and […]

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GLSL Syntax Highlighting for OpenGL 4.4

The syntax highlighting definitions for QT Creator, KDE Kate, TextWrangler and BBEdit have been updated for OpenGL 4.4 (GLSL 440).  The update includes a fix of one typo and highlight the noise functions in QT Creator as not available ( e.g. noise4(); ) as those are defined as deprecated beginning with GLSL 440 and are […]

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First impression of the Cyberith Virtualizer (Omnidirectional Treadmill)

I recently had a second chance of testing the Cyberith Virtualizer after a first quick run with it at gamescom in cologne earlier this year. But this time in a more relaxed environment with much more time to try it out and chat. In case you haven’t heard of the Virtualizer yet, it’s an omnidirectional […]

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Measuring Input Latency

To deliver a convincing virtual reality experience it is not enough to ensure a high update rate of the (e.g. visual) feedback for the user. The amount of delay between a user input and the change of the systems output is crucial to trick the user to believe to actually be part of the simulated […]

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(Simulating) KHR_debug on MacOS X

KHR_debug makes finding errors in OpenGL applications much simpler than the old glGetError method. Sadly, Apple does not yet support KHR_debug (or any other debug extension) natively in OS X 10.8 and it doesn’t look too well for 10.9 either. On most other systems the latest drivers will provide KHR_debug either as an extension or […]

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OpenGL debugging with KHR_debug

Debugging OpenGL has always been a bit painful. In most cases an OpenGL error will just result in the offending call being ignored (unless the problem was too little memory, in which case anything could happen). To get informed of the problem, the application had to query an error number for OpenGL to get the […]

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Experiences with Oculus Rift demos

Last week I was at the gamescom in cologne and with some coworkers we managed to give more than 800 demos of our projects and some student projects inside of the Rift. Here I want to share some experiences we gathered. As we already had given some demos to other coworkers, students as well as […]

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Importance of 6 DoF Tracking for VR

I had some discussions in the past about how important 6 DoF tracking is for virtual reality.  My last post about the FullHD version of the Oculus Rift started some more, both on the net as well as in person here at Siggraph. So let me write down some of my thoughts that don’t fit into […]

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First Impression of the FullHD Oculus Rift

Today the exhibition floor of the Siggraph in Anaheim opened and in a small, unlabelled box without a booth number Oculus is showing the latest HD prototype of the Oculus Rift. I had the chance to test it out and my first impression was similar as the first time I tested the Rift last year […]

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