RenderingPipeline

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Oculus Rift

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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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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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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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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