RenderingPipeline

from geometry to pixels

Vulkan links

Here is a small collection of links to more information and opinions about the new Vulkan graphics API. Vulkan talks and documents Vulkan frontpage at Khronos Vulkan overview by Khronos Valves Vulkan talk at GDC 2015 (“glNext: The Future of High Performance Graphics”): Slides Khronos Vulkan talk at GDC 2015 (“The new Vulkan and SPIR-V […]

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Some thoughts about the Vulkan API (glNext) and the future of OpenGL

Today the Khronos group announced officially the name of the new cross-plattform 2D/3D and compute API which will be (kind of) the successor of OpenGL. So far it was named “Next Generation OpenGL Initiative” or shorter: “glNext”, the official name will now be Vulkan (btw. the german name for Vulcano). I read at some places, […]

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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)

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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