Difference between revisions of "Project2S18"

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(Project Description (100 Points))
(Project Description (100 Points))
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# Use texture mapping to display [[Media:vr_test_pattern.zip | this calibration image]] on all faces of both cubes. The image needs to be right side up on the vertical faces, and make sure it's not mirrored. Each cube should be 20cm wide and its closest face should be about 30cm in front of the user. Here is [[Media:loadppm.txt | source code to load the PPM file]] into memory so that you can apply it as a texture. Sample code for texture loading can be found in [[Media:Hellovr_opengl_main.cpp|the OpenVR OpenGL example's]] function SetupTexturemaps().
 
# Use texture mapping to display [[Media:vr_test_pattern.zip | this calibration image]] on all faces of both cubes. The image needs to be right side up on the vertical faces, and make sure it's not mirrored. Each cube should be 20cm wide and its closest face should be about 30cm in front of the user. Here is [[Media:loadppm.txt | source code to load the PPM file]] into memory so that you can apply it as a texture. Sample code for texture loading can be found in [[Media:Hellovr_opengl_main.cpp|the OpenVR OpenGL example's]] function SetupTexturemaps().
 
# Render [http://web.eng.ucsd.edu/~jschulze/tmp/bear-stereo-cubemaps.zip this stereo panorama image] around the user as a sky box. The trick here is to render different textures on the sky box for each eye, which is necessary to achieve a 3D effect. Cycle between calibration cube, stereo panorama, '''and both displayed simultaneously'''  with the 'X' button.
 
# Render [http://web.eng.ucsd.edu/~jschulze/tmp/bear-stereo-cubemaps.zip this stereo panorama image] around the user as a sky box. The trick here is to render different textures on the sky box for each eye, which is necessary to achieve a 3D effect. Cycle between calibration cube, stereo panorama, '''and both displayed simultaneously'''  with the 'X' button.
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# Cycle between the following four modes with the 'A' button: 3D stereo, mono (the same image rendered on both eyes, from viewpoint half way between the eyes), left eye only (right eye black), right eye only (left eye black). Cycling means that repeated pressing of the 'A' button will change viewing modes from 3D stereo to mono to left only to right only and back to 3D stereo. Regardless of which mode is active, head tracking should work correctly, depending on which mode it's in as described below.
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# Cycle between different head tracking modes with the 'B' button: no tracking (position and orientation frozen to what they just were before the user pressed the button), orientation only (position frozen to what it just was before the mode was selected), position only (orientation frozen to what it just was), both (which is the normal tracking mode).
 
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# Cycle between the following four modes with the 'A' button: 3D stereo, mono (both eyes see identical view), left eye only (right eye dark), right eye only (left eye dark). Cycling means that repeated pressing of the 'A' button will change viewing modes from 3D stereo to mono to left only to right only and back to 3D stereo. Regardless of which mode is active, head tracking should work correctly, depending on which mode it's in as described below. (15 points)
 
# Cycle between head tracking modes with the 'B' button: no tracking, orientation only, position only, both. Whenever the user leaves regular (full) tracking mode, memorize the last measured tracking values and initialize the other modes with them. (15 points)
 
 
# Gradually vary the interocular distance (IOD) with the right thumb stick left/right. Pushing down on the thumb stick should reset the size to default. For this you have to learn about how the Oculus SDK specifies the IOD. They don't just use one number for the separation distance, but each eye has a 3D offset from a central point. Find out what these offsets are in the default case, and modify only their horizontal offsets to change the IOD, leaving the other two offsets untouched. Support an IOD range from -10cm to +20cm. (10 points)
 
# Gradually vary the interocular distance (IOD) with the right thumb stick left/right. Pushing down on the thumb stick should reset the size to default. For this you have to learn about how the Oculus SDK specifies the IOD. They don't just use one number for the separation distance, but each eye has a 3D offset from a central point. Find out what these offsets are in the default case, and modify only their horizontal offsets to change the IOD, leaving the other two offsets untouched. Support an IOD range from -10cm to +20cm. (10 points)
 
# Gradually vary the physical size of the cube with the left thumb stick left/right. This means changing the width of the cube from 30cm to smaller or larger values. Pushing down on the thumb stick should reset the size to default. Support a range from 1cm to 100cm. Make sure the cube's center point does not move when the size is changed (i.e., scale the cube about its center). (10 points)
 
# Gradually vary the physical size of the cube with the left thumb stick left/right. This means changing the width of the cube from 30cm to smaller or larger values. Pushing down on the thumb stick should reset the size to default. Support a range from 1cm to 100cm. Make sure the cube's center point does not move when the size is changed (i.e., scale the cube about its center). (10 points)

Revision as of 10:58, 21 April 2018

Levels of Immersion

In this project we are going to explore different levels of immersion with the Oculus Rift. Like in project 1, we're going to use the Oculus SDK, OpenGL and C++.

Starter Code

We recommend starting either with your project 1 code, or going back to the starter code. It's very compact but yet uses most of the API functions you will need.

Here is the minimal example .cpp file with comments on where the hooks are for the various functions required for this homework project. Note that this file has a main() function, so that it can be built as a console application, and will start up with a console window into which debug messages can be printed.

Project Description (100 Points)

You need to do the following things:

  1. Modify the starter code (in which many cubes are rendered) to render just two cubes, one behind another along the user's line of sight.
  2. Use texture mapping to display this calibration image on all faces of both cubes. The image needs to be right side up on the vertical faces, and make sure it's not mirrored. Each cube should be 20cm wide and its closest face should be about 30cm in front of the user. Here is source code to load the PPM file into memory so that you can apply it as a texture. Sample code for texture loading can be found in the OpenVR OpenGL example's function SetupTexturemaps().
  3. Render this stereo panorama image around the user as a sky box. The trick here is to render different textures on the sky box for each eye, which is necessary to achieve a 3D effect. Cycle between calibration cube, stereo panorama, and both displayed simultaneously with the 'X' button.
  4. Cycle between the following four modes with the 'A' button: 3D stereo, mono (the same image rendered on both eyes, from viewpoint half way between the eyes), left eye only (right eye black), right eye only (left eye black). Cycling means that repeated pressing of the 'A' button will change viewing modes from 3D stereo to mono to left only to right only and back to 3D stereo. Regardless of which mode is active, head tracking should work correctly, depending on which mode it's in as described below.
  5. Cycle between different head tracking modes with the 'B' button: no tracking (position and orientation frozen to what they just were before the user pressed the button), orientation only (position frozen to what it just was before the mode was selected), position only (orientation frozen to what it just was), both (which is the normal tracking mode).

More to follow...