DIY Oculus Rift - schematics, instructions and build pics!

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Yoder808
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Yoder808 »

TheRealistWord wrote: Nice! I've also been using my cell's display (can't quite afford to spend $115+ on an LCD panel and controller board atm). The problem is, it's a Motorola Triumph, and the screen is only 4.1" diagonally, way too small to actually use both lenses at once. The resolution is pretty decent at 800x480 though (same as your Galaxy SII). Question though - how are you managing to use your 4.3" screen? Are you using the pair of 2" 5x lens, or a different magnification? If you are using the 5x lens, I'm curious how that works out for you with such a small screen. Any tips? :D

Also, what's your setup with the Wii Motion +? I only just recently attempted to use that for head tracking, connected via bluetooth and running GlovePie on my laptop, but I'm actually a bit confused as to what comes next. I'm not sure if it's tracking all the rotations correctly, maybe I just need to test it out with a game that uses the mouse as the camera? :?:

I'll have to mess around with it when I get home tonight. All the android > PC remote desktop/VPN apps I've tried had too much lag, I'll have to give Splashtop Remote a go! :)
It seems to work out OK with my screen. I built the print and fold version in the OP, and just slide my phone in there. The same piece that divides the eyes also holds the phone in. I cut a slot in the top and bottom, and this piece slides into those slots, aligned with the thickness of the phone. I'm sure it's far from ideal (optically), but using the TriDef software, I can set it so it "looks right", but oddly not eye-popping 3D depth, even at 100%.

For the WiiMotion Plus, I'm using this GlovePie Script:

Code: Select all

/*
    WiiMotion Plus Mouse                                  v 2010.01.14
    by lednerg

    Emulates the basic functionality of a Gyration Air Mouse.
    Requires GlovePIE version .42 or higher.

    Leave the Wiimote on your desk when starting so it can calibrate.
    Hold B to move, A = Left-Click, + = Right-Click, Down = Middle-Click.
*/

var.MoveButton = wiimote.B
mouse.LeftButton = wiimote.A
mouse.RightButton = wiimote.Plus
mouse.MiddleButton = wiimote.Down

var.Speed = 75   // 0 to 100

PIE.FrameRate = 120hz
if wiimote.HasMotionPlus = false then debug = "WiiMotion Plus NOT DETECTED!"
if wiimote.HasMotionPlus = true and var.MoveButton = true {
   var.YawSpeed = wiimote.MotionPlus.YawSpeed
   var.PitchSpeed = wiimote.MotionPlus.PitchSpeed
   if SameValue( Smooth(wiimote.SmoothRoll, 10), wiimote.SmoothRoll, 10) then var.Roll = Smooth(wiimote.SmoothRoll, 10) else var.Roll = wiimote.SmoothRoll
   if var.Roll < 0 and var.Roll >= -90 {
      var.XYswap = 1 - EnsureMapRange(var.Roll, -90, 0, 0, 1)
      var.RightDown = -1
      var.TopUp = 1
   }
   if var.Roll <= 90 and var.Roll >= 0 {
      var.XYswap = 1 - EnsureMapRange(var.Roll, 90, 0, 0, 1)
      var.RightDown = 1
      var.TopUp = 1
   }
   if var.Roll > 90 and var.Roll <= 180 {
      var.XYswap = 1 - EnsureMapRange(var.Roll, 90, 180, 0, 1)
      var.RightDown = 1
      var.TopUp = -1
   }
   if var.Roll < -90 and var.Roll >= -180 {
      var.XYswap = 1 - EnsureMapRange(var.Roll, -90, -180, 0, 1)
      var.RightDown = -1
      var.TopUp = -1
   }
   var.SpeedX = var.TopUp * var.YawSpeed - ( var.TopUp * var.YawSpeed * var.XYswap ) + ( var.RightDown * var.PitchSpeed * var.XYswap )
   var.SpeedY = var.TopUp * var.PitchSpeed - ( var.TopUp * var.PitchSpeed * var.XYswap) + ( -var.RightDown * var.YawSpeed * var.XYswap )
   mouse.DirectInputX = int(var.MouseX)
   mouse.DirectInputY = int(var.MouseY)
   var.MouseX = var.MouseX + ( var.SpeedX / (10500000 - EnsureMapRange(var.Speed, 0, 100, 0, 10000000) ) )
   var.MouseY = var.MouseY - ( var.SpeedY / (10500000 - EnsureMapRange(var.Speed, 0, 100, 0, 10000000) ) )
/* // for mouse.x and mouse.y instead
   mouse.x = var.MouseX
   mouse.y = var.MouseY
   var.MouseX = var.MouseX + ( var.SpeedX / (20500 - EnsureMapRange(var.Speed, 0, 100, 0, 20000) ) )
   var.MouseY = var.MouseY - ( var.SpeedY / (20500 - EnsureMapRange(var.Speed, 0, 100, 0, 20000) ) )
*/
}
if var.MoveButton = false {
   var.MouseX = mouse.DirectInputX
   var.MouseY = mouse.DirectInputY
/* // for mouse.x and mouse.y instead
   var.MouseX = mouse.x
   var.MouseY = mouse.y
*/
}
It's slightly modified so you don't have to hold the trigger for mouse emulation. That's just the first one I came across that worked, it could be far from ideal.

Good luck!
Yoder808
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Yoder808 »

Also, if you live in the US, and have a Wal-Mart nearby (is that redundant? :lol: ), you might check out these cheapo goggles for mounting:

http://www.walmart.com/ip/Coleman-ATV-G ... k/16777859 - Coleman ATV Goggles, Black

I don't have any yet, so I can't attest to the ease of disassembly or modification. When I get them, I'll report back.
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TheRealistWord
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheRealistWord »

Awesome! Thanks for the info Yoder! I'm going to try this all out tonight. Work in the morning, but somehow think I'm not going to get too much sleep tonight :P I'll let you all know how it goes.
Yoder808
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Yoder808 »

I forgot to mention, in the TriDef setup, my selected display type is: Side by Side (Parallel)

I just played a session of Half Life 2, until my phone died. I was using my GSII as a screen, and my (work) iPhone as a tracker attached to my headphones, with the headphones plugged into the Android phone receiving the A/V stream. It was great; really immersive! Although... The video stream over WiFi sucks. It's really compressed, and the frame rate is intermittent (on the phone). I can't wait until I get my panel.

Even my wife was impressed, and that's saying something. I can't imagine how mind meltingly awesome the real panel must be.
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TheRealistWord
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheRealistWord »

Kristenastewart wrote:Create a constructive learning environment. By this the authors mean: mutual respect, shared vision, two-way communication flow, group reflection, and a preference for support rather than blame. These aspects in short mean giving education a status within the department.
Know your stuff; but even more important admit when you don’t. This improves the learning from role models. These role models should know their competence and should know their limits.
Tailor each educational encounter to the individual learner; respect and build on prior knowledge. Especially this last aspect is often difficult due to the many different teachers.
Actively engage the learner. To my opinion this one is very important. It’s accomplished when residents take their training in their own hands and are involved in educating each other, the supervisors and even medical students
Image

EDIT: Can this particular post be deleted? Now that the spam message was deleted, my post wouldn't make any sense, heh. But I'd rather this post just be deleted too not to clutter up this thread with irrelevant stuff. Not sure how to delete though... :?:
Last edited by TheRealistWord on Wed Sep 26, 2012 8:09 pm, edited 1 time in total.
Jotschi
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Jotschi »

Some images of my plastic case:
Image
Image
Yoder808
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Yoder808 »

Looking good Jotschi! Have you tried it out yet?
Jotschi
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Jotschi »

Yoder808 wrote:Looking good Jotschi! Have you tried it out yet?
Nope, i think i will still need a few weeks since i only got time to do some work on the weekends.
I need to etch some more boards to breakout the 2mm pinpitch lvds headers, mount the displays, add some IR LEDs to the case, do all the wiring.. and so on ;)
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cybereality
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by cybereality »

Are you able to diverge your eyes at such a large angle like that? Honestly don't think that's safe for long periods of time.
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android78
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by android78 »

Interesting design. I assume that you have worked out the angle and position of the lenses such that they are acting like prisms, hence no need to actually angle your eyes out? I'm trying to work out the optics of it, since I would have thought that convex lenses positioned like that would actually bend the light the other way, unless you have mirrors in the middle there.
Silversurferx
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Silversurferx »

Hi,
to all here in this very amazing forum.(there are some geniuses underway)
I´m observing this thread for a while, searching for good idea´s to get
the rift up to HD resolution (I play most of all flightsim´s) so I found Jotschi´s idea very good.
cybereality wrote:Are you able to diverge your eyes at such a large angle like that? Honestly don't think that's safe for long periods of time.
But I hope not ending like this guy :shock:
Queral_Marty_Feldman.jpg
Jotschi isn´t it possible to correct the lenses with a prism or use rectangular lenses ? (greater fov?)
http://www.lupenhandel.de/product_info. ... r-5x-.html
http://www.lupenhandel.de/product_info. ... nomy-.html
rfurlan wrote: Panel Brand : ORTUSTECH
Panel Model : COM48T4Mxxxxx
Panel Size : 4.8 inch
Resolution : 1920x1080
Display Colors : 16.7M (8-bit)
Signal Interface : LVDS (2 ch, 8-bit)
Input Voltage : 5.0V (Typ.)

Trying to buy a couple, will keep you all posted
rfurlan had you any Luck or is this too soon (vaporware)?

Regards
Silversurferx
PS. Sorry for my bad english
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Jotschi
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Jotschi »

android78 wrote:Interesting design. I assume that you have worked out the angle and position of the lenses such that they are acting like prisms, hence no need to actually angle your eyes out? I'm trying to work out the optics of it, since I would have thought that convex lenses positioned like that would actually bend the light the other way, unless you have mirrors in the middle there.
No, i will handle that problem with a special shader. I hope that this will work. Each image will be rotated for about 20°.
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PatimPatam
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by PatimPatam »

Hmm this design looks familiar! :-)

http://www.mtbs3d.com/phpBB/viewtopic.p ... 4&start=72

I really hope you can make it work Jotschi!!
Silversurferx
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Silversurferx »

PatimPatam wrote:Hmm this design looks familiar! :)

http://www.mtbs3d.com/phpBB/viewtopic.p ... 4&start=72

I really hope you can make it work Jotschi!!
+1
Thanks for the link PatimPatam this thread answers alot of questions to me
I´ve got to learn alot before my dream comes true
Regards
Silversurferx
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android78
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by android78 »

Jotschi wrote:
android78 wrote:Interesting design. I assume that you have worked out the angle and position of the lenses such that they are acting like prisms, hence no need to actually angle your eyes out? I'm trying to work out the optics of it, since I would have thought that convex lenses positioned like that would actually bend the light the other way, unless you have mirrors in the middle there.
No, i will handle that problem with a special shader. I hope that this will work. Each image will be rotated for about 20°.
Won't that mean that you have very little overlap between the two images though?
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TheLostBrain
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheLostBrain »

What up all!

Couldn't help but notice some of the misconceptions regarding divergent partial overlap...although I really do dig these pics of the poor souls with diverging eyes lol.

So... this outward-angled 'divergent' approach has actually been one of the most common ways of implementing partial-overlap in HMDs for decades at this point. Hell, just take a look at the HMD in my avatar - The Datavisor 80 (originally built in the late 90's I believe) has a monocular FOV of 80 deg @ 100% overlap... but with the oculars rotated outward (as depicted in that image) we get 120 deg. @ a 50% overlap.

Jotschi is right on the money - In a divergent partial overlap configuration when we rotate the screens outward we don't (thank god) need to rotate our eyes outward to compensate. The compensation is handled by simply rotating the corresponding left and right viewports by a complementing degree.

As for the amount of overlap that will be available w/ these screens we're using in our DIY designs... well it just depends on how everything (screens, optics, imagery etc.) is configured. I believe Jotschi made mention of only using a portion (the inner portions - in front of the eyes) of each screen for actually rendering image data. In that configuration it's possible to have 100% overlap (as we're only rendering using the screen real-estate directly in front of the eyes)...and by rotating the screen outward we can achieve overlaps of 25%, 50% or anything in-between and beyond (50% is the usual) with a corresponding increase in FOV. Note: For an even wider FOV (and more resolution) you could use more of the physical horizontal screen real-estate... but at the cost of your maximum overlap and lesser, your max vertical fov.


The Wide 5 (reviewed in the link below by Palmer himself last year) appears to be implementing divergent partial overlap and is likely achieving most of the horizontal fov by simply employing the full field of both screens but with a relatively small overlap region. And those 'sexy' optics... they are likely nothing more than a pair of large aspheres w/ a chop taken out of them for nose relief..maybe cast from a high abbe, high-index material to keep weight down.
http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=13741


I believe the Wide 5 to be an excellent example of what we (as a DIY community) could likely achieve and happens to fall pretty closely in line with the direction Jotschi is already taking with his design.

Also just thought that I'd mention... if you've got some ideas custom optics are not out of our reach as can be seen in an earlier post I made: http://www.mtbs3d.com/phpBB/viewtopic.p ... 270#p81276
Heck

Once I have a bit more time (and wrap up this last Rift clone design I'm working on) I believe I'm also going to join this DIY 'multi-screen partial-overlap' bandwagon Jotschi has started. ;)

BTW: Here are a couple pretty good resource for learning more about Partial Overlap implementation in HMDs:
http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA392013
http://kirkmoffitt.com/hmd_image_configurations.pdf
http://www.usaarl.army.mil/TechReports/99-19.pdf
http://www.nvisinc.com/literature/M-Series_Manual.pdf (Page 20, 21 ...)
Last edited by TheLostBrain on Thu Sep 27, 2012 1:02 pm, edited 2 times in total.
My Current VR Setup
- N-Vision Datavisor 80 HMD (1280x1024, 80 FOV at 100% Overlap)
- Ascension Technology Flock of Birds 6DOF Magnetic Tracking + Extended Range Transmitter
- Prototype HMD (~100 FOV) - Specs and design to be shared after patent issued.
- IZ3D for non stereo-ready apps
- GlovePie for TrackIR emulation for apps without native Ascension Tech FOB Support
http://www.thelostbrain.com/?tag=/head+mounted+display" onclick="window.open(this.href);return false;
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PatimPatam
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by PatimPatam »

Thanks a lot for the explanation TheLostBrain, so it seems like my idea was not that crazy in the end..

I think another advantage of having a 2-screen design is that you could use smaller displays than the required 6 to 7 inches of a single-screen HMD like the Rift. If we move to a 4 to 5 inch range it will probably be a lot easier to find a wide variety of 1080p displays for instance.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by mwarren »

TheLostBrain wrote:Couldn't help but notice some of the misconceptions regarding divergent partial overlap...although I really do dig these pics of the poor souls with diverging eyes lol.

So... this outward-angled 'divergent' approach has actually been one of the most common ways of implementing partial-overlap in HMDs for decades at this point.
Great links! I'd like to add one more - LEEPVR's web site has a lot of good info and this article explains why only partial overlap is necessary once the display's FOV is wide enough (our eyes only have partial overlap).
http://www.leepvr.com/periphery.php
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zacherynuk
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

Partial overlap.

Can anybody point me towards a 3d driver, demo or similar which actually processes partial overlap ?

I have been looking for years...
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheLostBrain »

zacherynuk wrote:Partial overlap.

Can anybody point me towards a 3d driver, demo or similar which actually processes partial overlap ?

I have been looking for years...
At one point I accomplished a hacky (but usable approximation) w/ IZ3D by:
1) Decreasing convergence until each view frustum was pointing outward
2) Decreasing separation until items directly in front (in close proximity) were in back in view
3) .... Or something like that... lol

...Or... was it... decreasing separation until the left and right eyes swapped and THEN working w/ the convergence...and possibly also swapping video inputs as well....

Lol.. I can't remember... was literally years ago. I just know after a bunch of messing w/ it I was able to get something remotely usable to come up w/ the DV 80. ;)
My Current VR Setup
- N-Vision Datavisor 80 HMD (1280x1024, 80 FOV at 100% Overlap)
- Ascension Technology Flock of Birds 6DOF Magnetic Tracking + Extended Range Transmitter
- Prototype HMD (~100 FOV) - Specs and design to be shared after patent issued.
- IZ3D for non stereo-ready apps
- GlovePie for TrackIR emulation for apps without native Ascension Tech FOB Support
http://www.thelostbrain.com/?tag=/head+mounted+display" onclick="window.open(this.href);return false;
Silversurferx
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Silversurferx »

Thank you TheLostBrain and mwarren very informative links.
PatimPatam wrote: If we move to a 4 to 5 inch range it will probably be a lot easier to find a wide variety of 1080p displays for instance.
Unfortunately not at the moment AFIAK the ORTUSTECH 4.8" COM48T4Mxxxxx is the only one
in this size but don't know where to buy and price?

There are several 720p but with MIPI interface
http://www.panelook.com/sizmodlist.php? ... e=30&sizes

and one with an adapter to lvds coming soon.
http://q-vio.com/AMOLED_displays.php

Regards
Silversurferx
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by mwarren »

The iPad gen 3 screen (9.7", 4:3, 2048x1536) has a resolution of 264 dpi which is nearly as high as the Hydis HV056WX1-100 (5.6", 16:10, 1280x800, 270dpi). The iPad also includes an orientation sensor, magnetometer, gps, GPU, etc... Has anyone tried using the iPad 3 with a set of the 5x aspherical lenses suggest by rfurlan/PalmerTech? A 3d iPad demo running at native resolution with proper SBS, warped rendering, head tracking, etc... would be great, but just viewing some test images would probably give some insight more quickly. Thanks!
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by PatimPatam »

@Silversurferx

Yes when i said "it will probably be" i meant in the near future! (i hope!)


@zacherynuk

It's funny how sometimes it's hard to communicate properly between hardware and software people! when we discussed my post in the other thread i was taking as a given that you would need to render each view with a different view-plane normal (vpn) to match the screen/lenses angles.. if i understood correctly that's all you need to "process" partial overlap.

It shouldn't be too difficult to do a little demo with opengl (or unity maybe).. I'm quite busy at the moment with another project but maybe you could ask Owen to modify his "armored ops" prototype for you? As it happened with Palmer and Carmack, you need the right combination of HW and SW to archive something awesome! :-)
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheRealistWord »

mwarren wrote:The iPad gen 3 screen (9.7", 4:3, 2048x1536) has a resolution of 264 dpi which is nearly as high as the Hydis HV056WX1-100 (5.6", 16:10, 1280x800, 270dpi). The iPad also includes an orientation sensor, magnetometer, gps, GPU, etc... Has anyone tried using the iPad 3 with a set of the 5x aspherical lenses suggest by rfurlan/PalmerTech? A 3d iPad demo running at native resolution with proper SBS, warped rendering, head tracking, etc... would be great, but just viewing some test images would probably give some insight more quickly. Thanks!

As soon as I received my 5x aspherical lenses, the first thing I attempted was using them with my iPad(3rd gen)'s display. I tested out the Tales from the Minus Lab app formatted in SBS for the FOV2GO, but because the app was created specifically for the iPhone's display, it's scaled up for the iPad (which means, of course, it wasn't in the iPad 3's native crisp, high resolution :( ) Still, the experience was pretty immersive! I didn't build any enclosure or anything to hold the iPad and the lens - I just managed to hold the lenses and the iPad in my hand at the correct distance to focus, and since the app makes use of the iPad's gyro, I'm able to rotate my head in all directions (and wow, I haven't had much experience with other head tracking devices, but the iPad's gyro/accelerometer seem extremely accurate with little lag as far as I can tell). But from what I tried, it was an impressive experience! It makes me even more excited for the Rift!

This weekend, I'm going to attempt to rig something up to hold my iPad and the aspheric lens, and I'm thinking that perhaps I'll stream my desktop's image to my iPad so I can use any video stream, not just restricted to apps purely on the iPad (I'm afraid of the lag though). I know next to nothing though about if it's possible for the iPad's gyroscope/accelerometer to be read directly from the PC without have an apple dev account (or jailbreaking or any other means), I'll have to look into that.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by cybereality »

@zacherynuk: If I'm not mistaken, I think you can do this with my driver using the convergence controls. Basically all it does it control the sheer of the viewport, by adjusting it you just shift the image left or right without changing the perspective at all. I believe this is all you need to achieve partial overlap, but if I'm wrong please explain and I will see if I can help.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Owen »

Partial overlap on the software side should have the cameras turn outward at the same angle as the optics, then apply barrel distortion as normal. Shearing wouldn't give you correct perspective. Think of it this way, when the lens and screen are turned outward, its no different from looking through the rift with your eye turned inward.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

OK - this really isn't the place for this; but Palmer is too busy for me to ask him to split the thread! Can anybody else ?

Partial Overlap Example picture

Anyway, I have lost all the assets I had when I was testing partial overlap - I had it working superb with 2 screens in portrait with still images a good few years ago, but I could not find any software which would do the cropping. CROPPING IS ALL IT IS!

So I have just thrown together this image, for me it works perfect with the 5X loupes and my head size. The rest of you should be able to get alignment without too much issue. If this is your first time partial overlap; you will see why we say it is the only true way to get immersion. It's freakin awsome IMHO.

But here is a partial overlap picture, print out 100% and have a play, it is 21cm accross.

Image

All you are doing is restricting what each eye sees, like in real life - allowing you to use the rest of the screen real-estate for higher non 3D FOV.

I have created a quick post here for reference: http://www.wastedspace.co.uk/cms/2012/0 ... l-overlap/

Whilst I am here - a few quick other points (These may be wrong, but it is my understanding): You do not want to change the angle of each eye camera! You do not look at the world like that, our eyes are separated only, and until we get real time focussing in HMD's nothing else need change when presenting the image.

Professional HMD's which support partial overlap have to have each eyepiece moved into place when this mode is utilised; this is not because the act of diverging our vision increases the FOV, it's because the act of using partial overlap effectively increases the virtual image size - so we need to angle the eyepieces slightly to widen the IPD and make it feel more natural; since the focus point extends.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheLostBrain »

zacherynuk wrote: CROPPING IS ALL IT IS!
You do not want to change the angle of each eye camera! You do not look at the world like that, our eyes are separated only
That is 100% correct... when the two physical displays are simply positioned side by side in a collinear fashion (essentially resting their backs on the same virtual plane). In this scenario all we need to do is a bit of linear displacement as you have shown.

However, when the screens are angled (convergent / divergent) then the view frustum / eye camera needs to be needs to be angled in a complementing manner. Our eyes still look straight ahead but the scene imagery is rotated to compensate for the screen itself being angled.

Each approach (convergent, collinear, divergent) are all usable and each has it's own set of advantages and disadvantages. Ex: Some reports show target acquisition to better w/ the convergent approach vs the divergent approach... However, I believe the divergent approach inherently covers more of your peripheral vision and thus offers a larger potential horizontal FOV...While the collinear approach is technically achievable via a single screen of proper dimensions.

They all have their place and application. ;) However, I believe I'd like to experiment w/ 'divergent' myself for the inherent peripheral vision coverage.... Test it yourself: Looking straight ahead hold a piece of paper in front of you right eye... now hold the left edge in place and begin pulling the right edge back (essentially turning the sheet clockwise if looking from above).. that same sheet angled in this manner covers much more of your peripheral vision. if this were a real screen you'd just need to rotate the scene data to compensate.
My Current VR Setup
- N-Vision Datavisor 80 HMD (1280x1024, 80 FOV at 100% Overlap)
- Ascension Technology Flock of Birds 6DOF Magnetic Tracking + Extended Range Transmitter
- Prototype HMD (~100 FOV) - Specs and design to be shared after patent issued.
- IZ3D for non stereo-ready apps
- GlovePie for TrackIR emulation for apps without native Ascension Tech FOB Support
http://www.thelostbrain.com/?tag=/head+mounted+display" onclick="window.open(this.href);return false;
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zacherynuk
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

Good stuff, thanks!

However, I believe the divergent approach inherently covers more of your peripheral vision and thus offers a larger potential horizontal FOV...While the collinear approach is technically achievable via a single screen of proper dimensions.
Agreed, it is the best and easiest, but in my testing I was hindered by the angles; really 5-10 was the absolute max I could make comfortably work without ruining exit pupil.

What we need is a bloomin' 3D drivers that will allow us to play with it :)
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Owen »

Yes, cropping works if you have coplanar displays and magnifying optics. When they are coplanar, the displays would need to be off center with respect to the optics in order to have partial overlap, so an off axis perspective projection is needed in at case as you said.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheLostBrain »

Owen wrote:Yes, cropping works if you have coplanar displays and magnifying optics. When they are coplanar, the displays would need to be off center with respect to the optics in order to have partial overlap, so an off axis perspective projection is needed in at case as you said.
Coplanar... that is so much more consise than my 'colinear w/ their backs resting on the same virtual plane'... lol. And you'd think I would have used that term myself as I see it (and use it) all the time in SolidWorks lol. ;)
My Current VR Setup
- N-Vision Datavisor 80 HMD (1280x1024, 80 FOV at 100% Overlap)
- Ascension Technology Flock of Birds 6DOF Magnetic Tracking + Extended Range Transmitter
- Prototype HMD (~100 FOV) - Specs and design to be shared after patent issued.
- IZ3D for non stereo-ready apps
- GlovePie for TrackIR emulation for apps without native Ascension Tech FOB Support
http://www.thelostbrain.com/?tag=/head+mounted+display" onclick="window.open(this.href);return false;
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by PatimPatam »

zacherynuk wrote:What we need is a bloomin' 3D drivers that will allow us to play with it :)
Just to clarify, for the divergent approach I doubt this could be done at a driver level, as Owen already mentioned. For the coplanar approach, I'm not sure..

For games to work with angled displays they would need to support this feature at a graphics-engine level. All you need to test this is a simple demo app where the 2 view frustums have divergent angles. I'm sure some people from this forum can help you with that!
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by TheLostBrain »

PatimPatam wrote:
zacherynuk wrote:What we need is a bloomin' 3D drivers that will allow us to play with it :)
Just to clarify, for the divergent approach I doubt this could be done at a driver level, as Owen already mentioned. For the coplanar approach, I'm not sure..

For games to work with angled displays they would need to support this feature at a graphics-engine level. All you need to test this is a simple demo app where the 2 view frustums have divergent angles. I'm sure some people from this forum can help you with that!
In case it was missed...(a few posts back)... For 'divergent' I was able to accomplish a working approximation w/ iZ3d a few years ago.
I *believe* it was simply convergence rotated outwards...and maybe a little adjustment to the separation.
However, I also have some weird hazy memory of doing some funky stuff where I increased convergence and decreased the separation until the views flipped and then swapped the left/right video cables.... Maybe it was just some drunken haze? lol
My Current VR Setup
- N-Vision Datavisor 80 HMD (1280x1024, 80 FOV at 100% Overlap)
- Ascension Technology Flock of Birds 6DOF Magnetic Tracking + Extended Range Transmitter
- Prototype HMD (~100 FOV) - Specs and design to be shared after patent issued.
- IZ3D for non stereo-ready apps
- GlovePie for TrackIR emulation for apps without native Ascension Tech FOB Support
http://www.thelostbrain.com/?tag=/head+mounted+display" onclick="window.open(this.href);return false;
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zacherynuk
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

TheLostBrain wrote:
PatimPatam wrote:
zacherynuk wrote:What we need is a bloomin' 3D drivers that will allow us to play with it :)
Just to clarify, for the divergent approach I doubt this could be done at a driver level, as Owen already mentioned. For the coplanar approach, I'm not sure..

For games to work with angled displays they would need to support this feature at a graphics-engine level. All you need to test this is a simple demo app where the 2 view frustums have divergent angles. I'm sure some people from this forum can help you with that!
In case it was missed...(a few posts back)... For 'divergent' I was able to accomplish a working approximation w/ iZ3d a few years ago.
I *believe* it was simply convergence rotated outwards...and maybe a little adjustment to the separation.
However, I also have some weird hazy memory of doing some funky stuff where I increased convergence and decreased the separation until the views flipped and then swapped the left/right video cables.... Maybe it was just some drunken haze? lol
But surely for a basic side by side Coplanar setup, all that needs to happen is that the scene from each eye is rendered wider than it has to be and then cropped for each eye. Seems simple enough in my tiny brain! Now I have so many screens and importantly longer lvds cables (and now a smaller board) I can have a go at these things properly; perhaps I'll see if I can create a partial overlap 3D clip so at least I have something animated to play with.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Owen »

Actually you would use convergence from iz3d for coplanar displays, because they use off axis frustums for convergence. A 3D monitor is basically two coplanar displays that happen to occupy the same physical space after all.

A driver could handle the rotation for divergent optics though, just apply a rotation transform to the projection. Clipping would be a nightmare though.
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by MaterialDefender »

Would it make sense to do something like this in a 2d only solution with a 90% FOV like the Rift has or is this only useful with greater FOVs? The lens distortion injection shader I released here two weeks ago crops 25% of the image on both sides when used in aspect ratio 'correction' mode. Doing the cropping like shown in the images above instead should be extremely easy.

If I find the time I will release an updated version with this functionality in the next few days. Would be nice to get some feedback from DIY Rift owners, unfortunately I don't have one myself. Last time the feedback was a bit underwhelming, and sharing is much more fun, when you receive something in return. ;)
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

MaterialDefender wrote:Would it make sense to do something like this in a 2d only solution with a 90% FOV like the Rift has or is this only useful with greater FOVs? The lens distortion injection shader I released here two weeks ago crops 25% of the image on both sides when used in aspect ratio 'correction' mode. Doing the cropping like shown in the images above instead should be extremely easy.

If I find the time I will release an updated version with this functionality in the next few days. Would be nice to get some feedback from DIY Rift owners, unfortunately I don't have one myself. Last time the feedback was a bit underwhelming, and sharing is much more fun, when you receive something in return. ;)
Needs to be 3D really... LInk me to your current injector please
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by MaterialDefender »

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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by Bretspot »

Hi everyone,
New here, but love the idea of throwing together a cheap "3d Viewer" using some lenses, some hot-glue and a kindle fire.
It would be for viewing 3d images and maybe movies on the web, but not for gaming yet.

Can someone take a look at these lenses and let me know if they think they would work? :)

http://tinyurl.com/FrysLoup

Thanks!

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zacherynuk
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Re: DIY Oculus Rift - schematics, instructions and build pic

Post by zacherynuk »

Bretspot wrote:Hi everyone,
New here, but love the idea of throwing together a cheap "3d Viewer" using some lenses, some hot-glue and a kindle fire.
It would be for viewing 3d images and maybe movies on the web, but not for gaming yet.

Can someone take a look at these lenses and let me know if they think they would work? :)
I think the fire screen would be too big for 5X and I think those loupes are too small judging by the coins only...
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