RenderingPipeline

from geometry to pixels

Giving Oculus Rift demos: Best practice

Even though Virtual Reality has been around for a few decades, many people have not yet experienced good, immersive VR as it is available today with the latest generation of head-mounted displays (e.g. the Oculus Rift or Sony Morpheus). This can be a strong experience but if it is presented badly, it can do more harm than good. […]

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A look inside the Oculus Rift DK2…

…literally. While playing around with the filter of the DK2 camera, I noticed, that my desk lamp seems to emit a lot of light in the (near) IR spectrum and I could see through the filter using my phone. Most digital cameras see some IR light and you can test this by pointing your (smartphone) camera […]

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OpenGL on Oculus Rift DK2

Oculus is sending out the first batch of the new development kit DK2 now and has released a new SDK (version 0.4.0) to support it. The display of the Rift (DK1 or DK2) can now be configured using the “Oculus Configuration Utility” in one of two modes (Tools->Rift Display Mode): Direct HMD Access from Apps […]

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What’s the big deal with Apples Metal API?

During the WWDC 2014 keynote Apple surprised us all by announcing a new 3D graphics API: called Metal (try to google that…). But this one is not a new high level API on top of OpenGL ES (like SceneKit) but a new low level rendering and compute API which can replace OpenGL ES in games. […]

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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)

zv7qrnb 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 […]

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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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