Difference between revisions of "Project3S17"

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(Project Description (100 Points))
(Starter Code)
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==Starter Code==
 
==Starter Code==
  
You can start with your code from project 1 or 2, or go back to the [https://github.com/wangtim1996/MinimalVR Minimal Example].  
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You can start with your code from project 1 or 2, or go back to the [https://github.com/wangtim1996/MinimalVR Minimal Example]. We will re-use the calibration cube and the sky box from project 2 so at least those parts of that project will be useful to you.
  
 
[http://csc.lsu.edu/~kooima/articles/genperspective/ This link] provides a great explanation (including source code) of how to create an off-center projection matrix as you will need it in this project.
 
[http://csc.lsu.edu/~kooima/articles/genperspective/ This link] provides a great explanation (including source code) of how to create an off-center projection matrix as you will need it in this project.

Revision as of 08:32, 7 May 2017

CAVE Simulator

This project is currently under construction, until we post a note on Piazza that it is complete. Regardless, you are welcome to start writing code for it. We may still change details about the project but the general idea won't change.

In this project you will need to create a VR application for the Oculus Rift, which simulates a virtual reality CAVE. Like in projects 1 and 2, you're going to need to use the Oculus SDK, OpenGL and C++.

Starter Code

You can start with your code from project 1 or 2, or go back to the Minimal Example. We will re-use the calibration cube and the sky box from project 2 so at least those parts of that project will be useful to you.

This link provides a great explanation (including source code) of how to create an off-center projection matrix as you will need it in this project.

Project Description (100 Points)

This picture shows what a 3-sided virtual reality CAVE can look like:

3-sided-cave.jpg

Looking closely at the image, you will find that the yellow cross bar at the top does not look straight in the image, although it does to the primary user. In the image it is bent right where the edge between the two vertical screens is. This is typical behavior of VR CAVE systems, as they normally render the images for one head-tracked viewer. All other viewers see a usable image, but it can be distorted.

In this project you are tasked with creating a simulator for a 3-sided VR CAVE. This means that you need to create a virtual CAVE, which you can view with the Oculus Rift. In this CAVE you will need to display a sky box and the calibration cube from project 2. You will need to be able to switch between the view from the user's head and a view from one of the Oculus controllers.