"Portal Dual" Wide 180+ FOV and Open Source Software

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Hannibalj2
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Hello Everyone,

I was on a trip over the weekend, so i don't have much updates. I did shoot a quick video last Thursday night with a cellphone camera. I will do a quick edit later and post it for all to see.

@Peva3

Even though this unit is better than the previous, I found some faults in it. I will have to address some of this issues before I decided to release a file. Currently the unit is 330 grams with no lcd's. But each lcd's is roughly 80-90 grams (if I am correct)

I think i can reduce the weigh on the next prototype. The new lcd's which are MIPI are considerably lighter but it has proven somewhat tricky. :(

Cheers ;)
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:Hello Everyone,

I was on a trip over the weekend, so i don't have much updates. I did shoot a quick video last Thursday night with a cellphone camera. I will do a quick edit later and post it for all to see.

@Peva3

Even though this unit is better than the previous, I found some faults in it. I will have to address some of this issues before I decided to release a file. Currently the unit is 330 grams with no lcd's. But each lcd's is roughly 80-90 grams (if I am correct)

I think i can reduce the weigh on the next prototype. The new lcd's which are MIPI are considerably lighter but it has proven somewhat tricky. :(

Cheers ;)
Thanks for the reply :D

I'm currently building the foisi dual screen prototype so I should be able to use my parts in your model as well (the 5.6" screens/boards + triplehead2go). I'm hoping you're keeping up with this thread, as someone just got the Sharp screen to work with a MIPI > HDMI board.

http://www.mtbs3d.com/phpBB/viewtopic.p ... 99#p141499

Can't wait to get this 3d printed :D
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Peva3 wrote:
Hannibalj2 wrote:
Thanks for the reply :D

I'm currently building the foisi dual screen prototype so I should be able to use my parts in your model as well (the 5.6" screens/boards + triplehead2go). I'm hoping you're keeping up with this thread, as someone just got the Sharp screen to work with a MIPI > HDMI board.

http://www.mtbs3d.com/phpBB/viewtopic.p ... 99#p141499

Can't wait to get this 3d printed :D
Yes, Foisi proto is great!! I have been following that thread as well, but sometimes work gets in the way an miss updates at times. :lol:
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:
Peva3 wrote:
Hannibalj2 wrote:
Thanks for the reply :D

I'm currently building the foisi dual screen prototype so I should be able to use my parts in your model as well (the 5.6" screens/boards + triplehead2go). I'm hoping you're keeping up with this thread, as someone just got the Sharp screen to work with a MIPI > HDMI board.

http://www.mtbs3d.com/phpBB/viewtopic.p ... 99#p141499

Can't wait to get this 3d printed :D
Yes, Foisi proto is great!! I have been following that thread as well, but sometimes work gets in the way an miss updates at times. :lol:
I just built the frame last night and I have to say its really really nice. I used black foam board instead of PVC sheeting. Then put some Gorilla Tape on the edges to keep it from getting scuffed or tearing.

Just waiting on my screens to get here from china.

But yeah, that MIPI > HDMI board I linked above is going to be huge, there will finally be 1080p screens with 300+ PPI that we can all use. Super excited :D
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Re: Portal Dual HMD, High 160-180 FOV

Post by Flim »

So what's the deal on running the 2 screens in 3d? is that really possible?
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Yes the high PPi will definitely help with the screen door effect. I will be designing a considerably smaller unit with dual display's and also plan to design a derivative Portal Dual but as a single display.

One thing to keep in mind is that if you decide to ever 3D print, the weigh will not be as the foam you are building. The PVC although lighter than plastic, will be closer on weight. If you wish to use it for personal use then fine. Reinforce the edges though as it may be more brittle.

Good luck!! :D
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Flim wrote:So what's the deal on running the 2 screens in 3d? is that really possible?
Hello Flim!

Are you meaning, if both screen can synchronize the image and create stereo? Yes it can, but software needs to be written for it.
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Flim wrote:So what's the deal on running the 2 screens in 3d? is that really possible?
Very :)

There needs to be some overlap with the two screens, but if you use something like dualhead2go/triplehead2go that combines two screens into one it will be very easy. Programs will just see it as a 2560x800 screen (for the two 1280x800 screens i'm using). The hardest part for me will be the lenses as I don't have a ton of experience, but Hannibalj2 & Foisi have posted some of the ones they use for their setups.
Hannibalj2 wrote:Yes the high PPi will definitely help with the screen door effect. I will be designing a considerably smaller unit with dual display's and also plan to design a derivative Portal Dual but as a single display.

One thing to keep in mind is that if you decide to ever 3D print, the weigh will not be as the foam you are building. The PVC although lighter than plastic, will be closer on weight. If you wish to use it for personal use then fine. Reinforce the edges though as it may be more brittle.

Good luck!! :D

I was hoping to 3d print your proto, but It would be awesome if there was some Pepakura solution to the weight. I could see making a cardstock model, then reinforce it with foam board or even fiberglass. What do you think about that solution?
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Re: Portal Dual HMD, High 160-180 FOV

Post by Flim »

Ya, sorry .. that is what I was asking.

Thanks...


I've ran 5 projectors plus a touch screen for a flightsim setup... 360 degree's and 180 vertical, all on one PC and 2 670's. I still think the rift with 3d still beats the projector setup based on immersion, but the res is just horrendous!
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Peva3 wrote:It would be awesome if there was some Pepakura solution to the weight. I could see making a cardstock model, then reinforce it with foam board or even fiberglass. What do you think about that solution?

Honestly, I have not tried that method. Although it sound interesting. Do you have any experience Pepakura?There is only one way to find out ;)
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:
Peva3 wrote:It would be awesome if there was some Pepakura solution to the weight. I could see making a cardstock model, then reinforce it with foam board or even fiberglass. What do you think about that solution?

Honestly, I have not tried that method. Although it sound interesting. Do you have any experience Pepakura?There is only one way to find out ;)
I actually have, Pepakura is used A LOT for costuming/cosplay. It's really easy for people to make things like Halo Spartan armor, Ironman Armor, prop weapons, figurines, etc. The resulting prototype wouldn't have nice round edges like the one you are working on now, but it would mean that everyone with a printer would be able to download your design and make it.

There are a ton of tutorials on how to make your 3d files work with pepakura :)

EDIT: Here's a great Tutorial.

http://www.paper-replika.com/index.php? ... mitstart=4
Flim wrote:Ya, sorry .. that is what I was asking.

Thanks...


I've ran 5 projectors plus a touch screen for a flightsim setup... 360 degree's and 180 vertical, all on one PC and 2 670's. I still think the rift with 3d still beats the projector setup based on immersion, but the res is just horrendous!
Well then keep an eye on this thread, someone just got a MIPI > HDMI board to work with a 5.6" Sharp 1080p screen (the same one rumored to be in the HD Oculus prototype). If/when this guy released the PCB, 1080p DIY HMDs will start showing up here which will start pushing the rez up.

http://www.mtbs3d.com/phpbb/viewtopic.p ... 08#p141499

I'm going to use these screens eventually on my dual screen setup which should get rid of all of the "screen-door" effect that my rift has.
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Re: Portal Dual HMD, High 160-180 FOV

Post by remosito »

Peva3 wrote:

Well then keep an eye on this thread, someone just got a MIPI > HDMI board to work with a 5.6" Sharp 1080p screen (the same one rumored to be in the HD Oculus prototype). If/when this guy released the PCB, 1080p DIY HMDs will start showing up here which will start pushing the rez up.

http://www.mtbs3d.com/phpbb/viewtopic.p ... 08#p141499

I'm going to use these screens eventually on my dual screen setup which should get rid of all of the "screen-door" effect that my rift has.
I wonder what 5.6 inch screens instead of 7" will do to the FoV. Probably just use different lenses???

Screendoor should be equal to the HD Rift! Double the horizontal resolution for double the horizontal FoV.

@Hannibalj2: fantastic work!!! /bow
About OLED and weight. Galaxy and upcoming Note use 5.0 resp. 5.7 to 6.3" OLED screens. Maybe Laseredge could reprogram his board for them? I thought they are MIPI as well!
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

remosito wrote:
Peva3 wrote:

Well then keep an eye on this thread, someone just got a MIPI > HDMI board to work with a 5.6" Sharp 1080p screen (the same one rumored to be in the HD Oculus prototype). If/when this guy released the PCB, 1080p DIY HMDs will start showing up here which will start pushing the rez up.

http://www.mtbs3d.com/phpbb/viewtopic.p ... 08#p141499

I'm going to use these screens eventually on my dual screen setup which should get rid of all of the "screen-door" effect that my rift has.
I wonder what 5.6 inch screens instead of 7" will do to the FoV. Probably just use different lenses???

Screendoor should be equal to the HD Rift! Double the horizontal resolution for double the horizontal FoV.
If you get the lenses right and its quite close to your eyes it shouldn't be that bad, but thats why I think going with dual screens is so critical for FOV. I mean, other than having like two iPad 4 screens I don't really see how you will get much more FOV (I'm writing that down in my notes though because that would be an awesome project lol).

Honestly when I use my rift the limited FOV doesn't even really register with me, so I think the dual screens with just be amazing.
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Re: Portal Dual HMD, High 160-180 FOV

Post by LaserEdge »

Nice work Hannibalj2,

I have read through the InfinitiEye thread, but still have one question on my mind that is not answered. I would imagine that angling the panels requires the software to respect that. Most VR software assumes the left and right view ports are in the same plane. Doesn't the rendering software need to angle the viewports to the same degree that is used in the HMD? I imagine if you didn't there would be disparity between what the brain perceives and the 3D world that is rendered. Parts of the imagine would appear close than they should (towards the outside edge) be and other parts further away than they should be (towards the edge where the panels touch each other). Can you comment on this? Thanks!
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

LaserEdge wrote:Nice work Hannibalj2,

I would imagine that angling the panels requires the software to respect that. Most VR software assumes the left and right view ports are in the same plane. Doesn't the rendering software need to angle the viewports to the same degree that is used in the HMD? I imagine if you didn't there would be disparity between what the brain perceives and the 3D world that is rendered. Parts of the imagine would appear close than they should (towards the outside edge) be and other parts further away than they should be (towards the edge where the panels touch each other). Can you comment on this? Thanks!

Hello Laser,

From my testings, it is both yes and a no. Yes, in that there will be a slight disparity on the angle. No, because it is actually negligible and not noticable. If you were to build an Infinit Eye from scratch you would need to deal with a software for image correction. Some examples that the software will need to adjust:

**It is preferable that the changes can be made on both lcd's individually as well as together via options menu

1. Edge/Warp Distortions= This will help if you tinker with different magnification degrees. Depending on the lenses you use it will require more or less software distortion to compensate (this meaning the edges or around the lenses Focal center.

2. Overlap= Clearly like Vireioh offers, you would need to move the image rendering sideways/up and down (independently preferable/and also dual automatically shifting). Why independently, because if you don't position the lcd's proper or they where to shift with time it will dis-align the image. Having more controls over the images rendering is always best anyway ;)

3. Angle Shifting= This will directly related to the above post. This would help calibrate the images to make them look as perfectly flat. Mind you at the angle that is currently is not really perceivable, it may be there but not noticeable.

There are others things to the list, but this are the core aspects to have control over. I'm still dealing with the software aspect the moment.

Cheers ;)
Last edited by Hannibalj2 on Mon Aug 19, 2013 8:55 pm, edited 2 times in total.
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by LaserEdge »

Hannibalj2 wrote:
LaserEdge wrote:Nice work Hannibalj2,

I would imagine that angling the panels requires the software to respect that. Most VR software assumes the left and right view ports are in the same plane. Doesn't the rendering software need to angle the viewports to the same degree that is used in the HMD? I imagine if you didn't there would be disparity between what the brain perceives and the 3D world that is rendered. Parts of the imagine would appear close than they should (towards the outside edge) be and other parts further away than they should be (towards the edge where the panels touch each other). Can you comment on this? Thanks!

Hello Laser,

From my testings, it is both yes and a no. Yes, in that there will be a slight disparity on the angle. No, because it is actually negligible and not noticable. If you were to build an Infinit Eye from scratch you would need to deal with a software for image correction. Some examples that the software will need to adjust:

**It is preferable that the changes can be made on both lcd's individually as well as together via options menu

1. Edge/Warp Distortions= This will help if you tinker with different magnification degrees. Depending on the lenses you use it will require more or less software distortion to compensate (this meaning the edges or around the lenses Focal center.

2. Overlap= Clearly like Vireioh offers, you would need to move the image rendering sideways/up and down (independently preferable/and also dual automatically shifting). Why independently, because if you don't position the lcd's proper or they where to shift with time it will dis-align the image. Having more controls over the images rendering is always best anyway ;)

3. Angle Shifting= This will is directly related to the above post. This would help calibrate the images to make them look as perfectly flat. Mind you at the angle that is currently is not really perceivable, it may be there but not noticeable.

There are others things to the list, but this are the core aspects to have control over. I'm still dealing with dealing the software aspect the moment.

Cheers ;)
Thanks Hannibalj2,

You confirmed several things I thought was the case about InfinitiEye based designs. I don't see any issues with angling the panels that can't be corrected in software. I don't think it should be too complicated to solve.

I am considering a design like this for one of my next prototypes. Having a HDMI to MIPI board for LS050T1SX01 panels opens new possibilities. :D Will need to design a special board with dual screen support to handle the VSync out of phase issues. Already have a low latency solution in mind.
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Hello everyone,



This is another update. I just did a quick edit of the video filmed last week before my trip. It is a cellphone video so the quality isn't the best of course. I will need to properly cut the lenses to fit the visor styling eventually. The ones included are for testing place holders.

I added some caption balloon to help identify certain aspect to focus the attention to. There is no software to help with warp distortion, although this is not noticeable within the sweet visual spot. For static pictures this video is OK, but for actual content, software is needed.

Anyway enjoy

Cheers :)

Portal Duak Test [youtube-hd]watch?v=x_X4-xC3y7g[/youtube-hd]
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Last edited by Hannibalj2 on Tue Aug 20, 2013 8:36 pm, edited 5 times in total.
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by LaserEdge »

Looks great Hannibalj2! Nice work. Much potential with this type of HMD design.
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

LaserEdge wrote:Looks great Hannibalj2! Nice work. Much potential with this type of HMD design.

Thanks LaserEdge!!! And great work on the Mipi converter!!! :D
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Harley C »

Hannibalj2 wrote:
LaserEdge wrote:I would imagine that angling the panels requires the software to respect that. Most VR software assumes the left and right view ports are in the same plane. Doesn't the rendering software need to angle the viewports to the same degree that is used in the HMD? I imagine if you didn't there would be disparity between what the brain perceives and the 3D world that is rendered. Parts of the imagine would appear close than they should (towards the outside edge) be and other parts further away than they should be (towards the edge where the panels touch each other). Can you comment on this? Thanks!
Hello Laser,

From my testings, it is both yes and a no. Yes, in that there will be a slight disparity on the angle. No, because it is actually negligible and not noticable. If you were to build an Infinit Eye from scratch you would need to deal with a software for image correction. Some examples that the software will need to adjust:

**It is preferable that the changes can be made on both lcd's individually as well as together via options menu

1. Edge/Warp Distortions= This will help if you tinker with different magnification degrees. Depending on the lenses you use it will require more or less software distortion to compensate (this meaning the edges or around the lenses Focal center.

2. Overlap= Clearly like Vireioh offers, you would need to move the image rendering sideways/up and down (independently preferable/and also dual automatically shifting). Why independently, because if you don't position the lcd's proper or they where to shift with time it will dis-align the image. Having more controls over the images rendering is always best anyway ;)

3. Angle Shifting= This will directly related to the above post. This would help calibrate the images to make them look as perfectly flat. Mind you at the angle that is currently is not really perceivable, it may be there but not noticeable.

There are others things to the list, but this are the core aspects to have control over. I'm still dealing with the software aspect the moment.
FYI; there are already several unofficial third-party SDK's and libraries available for Oculus Rift, so would be nice if those also added support for InfinitEye, Portal Dual, and similar HMDs with dual-panels installed at an angle.

OpenHMD, libovr_nsb, and libvr are just three cross-platform that all have partially or fully open source libraries in pure C with GLSL shaders for barrel distortion that are discussed there that could all be made compatible:

https://github.com/OpenHMD/OpenHMD
https://github.com/ultranbrown/libovr_nsb
http://hg.sitedethib.com/libvr/

Checkout this thread with and discussion on their development forum about a few basic open source libraries in C which includes the necessary GL shaders for OpenGL:

https://developer.oculusvr.com/forums/v ... 667&p=6403

Would be great if there could be one independent open source SDK with common libraries and APIs that games / applications could use for these types on HMD to get all needed calculations with IPD profiles per user.
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Harley C wrote: FYI; there are already several unofficial third-party SDK's and libraries available for Oculus Rift, so would be nice if those also added support for InfinitEye, Portal Dual, and similar HMDs with dual-panels installed at an angle.

OpenHMD, libovr_nsb, and libvr are just three cross-platform that all have partially or fully open source libraries in pure C with GLSL shaders for barrel distortion that are discussed there that could all be made compatible:

https://github.com/OpenHMD/OpenHMD
https://github.com/ultranbrown/libovr_nsb
http://hg.sitedethib.com/libvr/

Checkout this thread with and discussion on their development forum about a few basic open source libraries in C which includes the necessary GL shaders for OpenGL:

https://developer.oculusvr.com/forums/v ... 667&p=6403

Would be great if there could be one independent open source SDK with common libraries and APIs that games / applications could use for these types on HMD to get all needed calculations with IPD profiles per user.

Hello Harley C, thank you so much for taking the time to offer your advice and suggestions. I am certainly looking through it!

I will update on anything that develops. :)
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by mr.uu »

Hannibalj2 wrote:
FingerFlinger wrote:Do you have a picture of the optics you are using?


I am using Fresnel lenses. I have tried aspheric ones, but I didn't get the wide FOV I wanted. Fresnel worked pretty well and painlessly. I don't have them stacked matching with equal magnification at the moment. Having mismatching magnification stacks can give slight different effects. This however will depend from person to person, so they must experiment by matching to their liking...
Where do you order your fresnels?
What is their focal length?
I do have an iPad3 screen here (actually two ;) ), and my Rift #3, ready to be taken apart...
Just curious if i should use 1/2 displays and lenses/fresnels. I think i will start with one screen and fresnels.

Thank you!
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

mr.uu wrote: Where do you order your fresnels?
What is their focal length?
I do have an iPad3 screen here (actually two ;) ), and my Rift #3, ready to be taken apart...
Just curious if i should use 1/2 displays and lenses/fresnels. I think i will start with one screen and fresnels.

Thank you!

Hello Mr.UU

I will update tomorrow the link for the Fresnel's. Just one aspect to keep in mind, Fresnel can vary in quality and therefore my selection although good may not be the best ones. I am still trying different manufacturers.
Stay put however, I should be updating tomorrow with the link. :)

Cheers
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Hello Everyone,

I was training some artist, but on the spare time I did drawing of a character holding the Portal Dual.
I figured I'd share. Maybe I will draw one character with the Oculus Rift :mrgreen:

Enjoy! ;)
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

mr.uu wrote:
Where do you order your fresnels?
What is their focal length?
I do have an iPad3 screen here (actually two ;) ), and my Rift #3, ready to be taken apart...
Just curious if i should use 1/2 displays and lenses/fresnels. I think i will start with one screen and fresnels.

Thank you!
Hello Mr.UU

My apologies for the tardy response. You asked for the link where I got the current lenses so please look below. As i have mentioned before, I am still checking other vendors and testing different Fresnel.
Also, I have a whole variety of sizes so you will need to decide which ones you want to use as far augmentation depending on your unit needs.

Link: http://opticlight.taobao.com/?spm=2013. ... 6.3.DqLJoP

Cheers ;)

I hope this work for you!
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Re: Portal Dual HMD, High 160-180 FOV

Post by remosito »

Hannibalj2 wrote:
mr.uu wrote:
Where do you order your fresnels?
What is their focal length?
I do have an iPad3 screen here (actually two ;) ), and my Rift #3, ready to be taken apart...
Just curious if i should use 1/2 displays and lenses/fresnels. I think i will start with one screen and fresnels.

Thank you!
Hello Mr.UU

My apologies for the tardy response. You asked for the link where I got the current lenses so please look below. As i have mentioned before, I am still checking other vendors and testing different Fresnel.
Also, I have a whole variety of sizes so you will need to decide which ones you want to use as far augmentation depending on your unit needs.

Link: http://opticlight.taobao.com/?spm=2013. ... 6.3.DqLJoP

Cheers ;)

I hope this work for you!
Thanks a lot for that link. Is any of those things I can't read by any chance the option to have the site in english????
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

remosito wrote:
Thanks a lot for that link. Is any of those things I can't read by any chance the option to have the site in english????

Hello Remosito,

You could try this : http://optolife.com/diy_projector_lens/FRL021.html
This are the ones that Foisi use on the InfitEye v.1.

let me know if it works 8-)
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Hello everyone,

Unfortunately I am still waiting for some components for the unit. Therefore not, much updates. I figure I'd share some of my sketches design process. I am currently re-working the Dual design further but I can still share some material.

I'm including sketches for the current concept prototype.

Cheers,
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Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:Hello everyone,

Unfortunately I am still waiting for some components for the unit. Therefore not, much updates. I figure I'd share some of my sketches design process. I am currently re-working the Dual design further but I can still share some material.

I'm including sketches for the current concept prototype.

Cheers,
Looks great :D

Would it make more sense to have the HDMI ports on the top and then have velco ties on the top strap to hold them down?
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

I could but, design wise, it wouldn't look very appealing. Although this is still only a concept prototype and not a final. There are all sort of HDMI cables, including ones that aren't very thick. I will be using those to avoid the feeling of been pulled down by them. :D
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:I could but, design wise, it wouldn't look very appealing. Although this is still only a concept prototype and not a final. There are all sort of HDMI cables, including ones that aren't very thick. I will be using those to avoid the feeling of been pulled down by them. :D
True, I was picturing them to be like dead center on the top.
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Yes, that solution is on one of my potential options. It will all depends on how to keep them of little visibility. There are several ways to solve it.

Also part of the solution could depend of the internal custom pcb board. The top cable approach is not entirely out of the question ;)
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

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Re: Portal Dual HMD, High 160-180 FOV

Post by Peva3 »

Hannibalj2 wrote:Yes, that solution is on one of my potential options. It will all depends on how to keep them of little visibility. There are several ways to solve it.

Also part of the solution could depend of the internal custom pcb board. The top cable approach is not entirely out of the question ;)
It just seem that if both hdmi ports were on one side it would create a bit of resistance/instability when moving.

Also I didn't know you were going to be doing custom PCBs :D

Really can't wait to see the finished product. If you had this prototype along with those MIPI full HD screens you would really be onto a viable product. Wouldn't be surprised if you get approached by oculus.
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Peva3 wrote:
Hannibalj2 wrote:Yes, that solution is on one of my potential options. It will all depends on how to keep them of little visibility. There are several ways to solve it.

Also part of the solution could depend of the internal custom pcb board. The top cable approach is not entirely out of the question ;)
It just seem that if both hdmi ports were on one side it would create a bit of resistance/instability when moving.

Also I didn't know you were going to be doing custom PCBs :D

Really can't wait to see the finished product. If you had this prototype along with those MIPI full HD screens you would really be onto a viable product. Wouldn't be surprised if you get approached by oculus.
If you look at my latest prototype print, you will noticed that the HDMI's aren't really together but one on each side.
Mipi pcb solutions will start popping out sooner than later, so is a matter of who is the first one to provide them at an affordable price that makes sense.

Highly unlikely Oculus would approach me. I am sure Oculus will not only focus on current form factor headset. Their current Roadmap may just focus on their current one at the moment. I wouldn't be surprise if Oculus is researching concepts of another design VR HMD for higher end target segment. Of course this is only my own speculation. 8-)
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Re: Portal Dual HMD, High 160-180 FOV

Post by omeDev »

Hannibalj2, with the rift I could still see black borders and the outlines of real life.. would this dual screen and fresnel lens design totally enveloped your view? and would you reccomend someone with zero to little background in hardware go and tinker with projects like setting up a personal HMD?
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

omeDev wrote:Hannibalj2, with the rift I could still see black borders and the outlines of real life.. would this dual screen and fresnel lens design totally enveloped your view? and would you reccomend someone with zero to little background in hardware go and tinker with projects like setting up a personal HMD?
Hello OmeDev, FOV is completely covered with the content as long as you don't turn the eyes drastically to each sides. There are solutions to this, but at the moment there are other aspect that need addressing before i deal with this.

You can first experiment with a single display and Fresnel. If can try building one with the Ipad 3 display (e-dp connector) You will probably get a nice FOV from them without having to get into software tinkering. You may be able to get a good 120-140 HFOV if you build it right.

If you do move into dual display, you will need to write setting to handle the partial overlap, distortion, etc... to match the optics. The current software for single split in half wouldn't work as it would look not correct.

I'd like to provide eventually the software for this kind of models so anyone can tinker and write stuff for it. But I don't have a timeline for this at the moment.

BTW, I love your avatar!!! :mrgreen:
It seems you like animation.

I animated/directed this 6 min short film 3 years ago, maybe you'd like it! I am looking to see this on the Portal Dual once I can get a player to cover a very wide FOV correctly.

[youtube-hd]watch?v=VE0p4FRNiPw[/youtube-hd]

Cheers
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by omeDev »

cool animation :shock: love the first person perspective when the protagonist blasts his way through the door :lol:
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Re: Portal Dual HMD, High 160-180 FOV

Post by mr.uu »

Hi foisi, Hannibalj2 and all other DIY!

I took two retina iPad screens with rozyno's board, hooked up via displayport and arranged as one eyefinity screen (4096x1536).
Also bought the same fresnels as you are using (focus 120mm, also bought the ones with 160mm focus for testing).
Now i would need your and the boards knowledge about how to arrange the fresnels. Should i align the fresnels center with my eyeballs? Should i stack two fresnels with the ripples together? What kind of screen angle do you suggest? Any thing you corrected via bezel correction in the display options, to shift the image in whatever direction? Etc.

Any Input is highly appreciated. I do want to avoid spending hours on making the same errors as you all already did ;). But i do repost here in Hannibalj2s thread because foisi didn't respond in his thread in the other topic. You guys really want me to spend hours in trying out countless times different distance, angle, etc? That's not fair! I have family! ;).

Hannibalj2, you said you did a iPad screen version (one screen), too. Any numbers, advice, opinion, etc. highly welcome.


Thank you all!
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Re: Portal Dual HMD, High 160-180 FOV

Post by Hannibalj2 »

Hello Mr.uu, my testings of the Ipad display was mostly for a single display HMD. If you decide to make a dual Ipad, that will be a massive HMD hehe! :o

None the less that is great that you been daring with it, and so kudos to you sir!

Foisi's InfinitEyes pretty much did a lot of leg work to be honest, but there is always tweaking and playing around with what he had started. Lot of credit to Foisi ;)

For the lens orientation, it is preferable that to put the smooth side towards your eyes (both stacks). Doing so the images will bend inward. If you put the Fresnel toward the display it will be the opposite effect. Either way you will need to have a software engine or plug-in with all the suitable setting fixes to compensate for the distortions. This is much like the Rift sdk and fixing the warping at the edges. The angle of the display's by Foisi are I think 130-134mm and 60-66mm in distance. I have played with those aspects but they don't have to be set in stone.

Something that you need to be aware of is that the Ipad displays are 9.7 inches and not 7'. The distance of the optics should change to make it work better for the increased size. if you were to place the 9.7 at the same 60-66mm distance you will definitely loose display resolution. So for such large LCD's you will need to be mindful of that and play around.

Currently if you use the Fresnel lens from the Foisi link, the measure he posted should work just fine. This Fresnel should be better if eventually there are options of having a single lens with the equal augmentation compared to the stack ones. Just pay attention at the eye exit and what works for you.

I hope this helps somewhat. :)
Last edited by Hannibalj2 on Tue Sep 17, 2013 4:31 pm, edited 1 time in total.
Portal Dual 180+ HFOV HMD: http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=18335

PORTAL DUAL VR, Downloads: http://hannibalj2.jimdo.com/
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Re: Portal Dual HMD, High 160-180 FOV

Post by mr.uu »

Thank you Hannibalj2!

What about the fresnel center / eye alignment question?
After a quick test i think it is preferable to align the center of the fresnel (-rings) with my eyeball(s). It will be the sharpest area, both fresnel and eye. The more distance to the fresnel center, the more (chromatic?-) distortion (kind of disalignment of colors, Geekmaster will try to kill me for my unsientific or totally wrong description, hehe). Looks like it is far more present as with the riftDK-lenses, could be also only a function of distance to the center(?). So a bigger size of lens (or fresnel) will give a stronger color shift at the outer areas?

About stacking, will try all possibilities and then post my results.

About single iPad version: I do not know what route i will/should go with my hardware. Either less compatibility issues with rift similar setup (one screen, similar distortion frankenrift), or extreme FOV 4k+ dual screen (heavy monster :geek: ). Question to you: what was your impression of the one screen iPad version? What was good, what bad, why did you not stick with it? Because for now i will probably go first with a one screen setup...


Again, thank you for your time an efforts!
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