![]() I'm not certain, but I feel like my virtual IPD is changing depending on my altitude (or is it based on distance to ground at my current position?). This is going to be great for checking out hiking trails that I've been wondering about. Just flew through the Grand Canyon, admired the iconic Half Dome, and flew to check out where I live now, and the view of the mountains are the same as they are if I were to step outside in reality. Here are a couple screen caps (from this album on imgur):Īwesome stuff. Please note, though that we have zero experience with OpenGL (or any graphics programming, for that matter) before this project, and have only made as much progress as we have by the grace of google and 38LeinaD's LWJGL shader example. For the time being, I'm posting the github in case any other developers would benefit from a rendering example in JOGL. We don't yet have our kit, so it's definitely not worth trying to run on the Rift at this point (no true stereoscopy, no integration with rift sensors, awkward default controls), but I'll update this page as we progress. Because the project is open source, we're able to integrate at the level of the rendering code and the control input handlers, so we are hopeful that we can eventually get something that works well. My brother and I are adding support for the rift to NASA WorldWind, which is an open source virtual globe project similar to Google Earth. You get compelling (if unrealistic) stereoscopic depth no matter where you go.Īnd here are some new screenshots (bigger versions are in GitHub): I thought this would be headache-inducing, but it actually seems to work well. To address this, I am changing the interpupillary distance on every frame to be 1/30th of the distance from the ground (i.e. Basically, normal stereoscopy is of limited use on a Virtual Globe because once you are a hundred feet above the earth's surface there is no meaningful difference between the eyes. One novelty I'd like feedback on is that I have implemented what I am calling 'dynamic hyperstereoscopy'. You can grab a zip of the project from DropBox here: I'd like to improve the framerate (which is curiously CPU-bound) and implement mouse look, but other than that it's actually turning out to be pretty cool. It's tested on Windows only for now, both 32-bit and 64-bit versions of Java. Ok, it's ready for interested folks to take a look. Fixed issues with some tiles being present for one eye but not the other Can change navigation speed with shift button. ![]() Added ‘pre-caching mode’ that user can leave running to automatically cache imagery for the locations in locations.txt User can now edit locations.txt to set desired coordinates for locations in the ‘space bar’ rotation Significant optimizations to frame rate Mouse look is now available (Horizontal only, to allow easy turning). There are lots of improvements since the last update, including a couple kindly suggested by drash, they are: This is a one time thing, and if you prefer to just jump in the imagery will load just fine as you roam around. When running for the first time, you may want to select the ‘Start in Imagery Pre-caching Mode' option and let it run for a few minutes so that you have the high-res terrain textures to look at when you first put on the headset. I think it's almost ready for release! We've made a lot of improvements, so I am bumping it here one more time hoping that folks can catch any other major issues that we haven't identified.
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