RenderingPipeline

from geometry to pixels

Hardware

Ray-Tracing Hardware

Ray-Tracing vs. Rasterization The question which of these techniques is “better” is nearly as old as the field of computer graphics itself. As ray-tracing simulates light transport it is simple to get realistic images using this technique. This is why it is often used when realism is the top priority, e.g. in rendering movies. Rasterization […]

 

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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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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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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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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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Using the Oculus Rift on Linux

While there is no official support from Oculus yet, the Rift can be used under Linux: Get the C API from the Oculus forum user ‘nsb’ (posting here), the latest version is 0.0.2 After plugin your Rift in, configure the screen (e.g. clone mode, whatever fits your needs), the Rift is just an external 1280*800 […]

 

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Second impression of the Oculus Rift

After a long wait since I first had the chance to test the Oculus Rift, my own device from the original Kickstarter arrived. So here are some notes after a few hours of testing: It’s more comfortable to wear than the initial prototype. Only downside: there is a spot where my nose supports some of […]

 

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Understanding the parallelism of GPUs

A lot of tasks in (3D) graphics are independent from each other, so the idea to parallelize those tasks is not new. But while parallel processors are nowadays very common in every desktop PC and even on newer smartphones, the way GPUs parallelize there work is quite different. Understanding the ways a GPU works can […]

 

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Tilt Displays – A true 3D display

When talking about 3D displays, we normally think of flat screens that somehow fake a 3D impression. Another way to present a virtual model would be to actually change the surface of your display to fit the virtual surface of the 3D model. Jason Alexander and his colleagues are just experimenting with that idea and presented […]

 

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