POV-Ray : Newsgroups : povray.general : Omni-directional Stereo Content : Re: Omni-directional Stereo Content Server Time
1 May 2024 19:03:17 EDT (-0400)
  Re: Omni-directional Stereo Content  
From: Clodo
Date: 7 Apr 2016 06:10:00
Message: <web.57063067976329954e8811590@news.povray.org>
> Nice text. Really very cool.
Thanks! Note that i'm not english native, and i'm not a math or 3d expert, i'm a
software security expert (ddos, XSS, VPN, stuffs like that). I made this ODS
only for fun.
> * also the various scenes for the above illustrations (if anybody want to make them
again), as downloadable links (no
 need to display them online)
I will do.
> * maybe instead of adding to quickres.ini, another file name ? (such as easyods.ini
?) (just a suggestion)
Ouch, i simply don't know the multiple .ini files feature :P
> The best I could do was adding omni_directional_stereo camera to my own fork
(hgpovray).
> It does not have the limitation of camera's direction of your text. (as well as
right & up that can be adjusted too).

> Did you see it ?
No sorry, never tried, i will look soon.
>
> About the vertical modulation, it was not in the original paper.
> Is it now a requirement to have some vertical modulation ?
> One of the link (Oculus VR Camera) seems to indicate that the modulation (start and
curve) could
> be different for nadir and zenith (each its own settings)

It's not a requirement.
But it's an HELL write a user_defined camera function.
Use a odsVerticalModulation of 0.0001 pratically generate the same image we can
obtain without any vertical modulation. So i prefer to not add other select() in
the user_defined formula.

I read a lot about the nadir/zenith issue. But same as above, it's a pain add
different method/params on user_defined function. Much easy in C code.
But i don't know if my patch will be accepted in povray official code, so i
prefer to maintain identical the user_defined function and my C code.

From what i understand, software like 3DS Max, Maya, Softimage etc use
DomeMaster, that apply a simple texture to filter that.
At the end, it's a limit of ODS, and content creator need to avoid object at
nadir/zenith. I prefer to avoid additional complexity of user_defined functions
right now.

> Also on the same link, there is the nvidia cube and 3x2 cube map (in addition to
Longitude+latitude projection),
> are there any use or interest for them ?
> Do they also need a modulation for nadir & zenith ? (seems so, but I always like
contributions)

Theory VS practice. I own an Oculus Rift and soon a Vive. Pratically there isn't
any image/video player that support cubemap, or are very very rare. For this
reason, i don't know anything about that.
There are a lot of website that share video/image for HMD, i never seen a
cubemap format, always omnidirectional (Stereo or Mono).

I'm working on another project right now, but i hope soon to test your hgpovray
fork.

Ciao!


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