[osg-users] about using HTC VIVE VR in OSG

Jan Ciger jan.ciger at gmail.com
Mon Oct 23 06:17:20 PDT 2017


Hello,

On Mon, Oct 23, 2017 at 12:03 PM, Gianluca Natale <natale at europe.altair.com>
wrote:

> Hi all,
>
> We have the requirement to implement VR in our applicaton, that is
> currently completely based upon OSG 3.0.1 (I do know that it is a bit old,
> yes!).
>
> Specifically, we would need to support HTC VIVE VR displays.
> I do know we have to allocate a quad buffer for that, I mean let OSG
> allocate a quad buffer.
>
> Did anybody already try to develop an OSG based application for VIVE VR
> display?
>
> Is there an example that I can look at, as a good starting point?
>

You will need to integrate the SteamVR SDK. Vive does not use quad buffer
rendering. Roughly speaking, you will need to render a large buffer
containing images for both eyes (side-by-side stereo) pre-distorted to
match the distortion of the optics in the HMD. The SDK provides the tools
for doing this.

There is a project integrating the Oculus Rift with OSG already, maybe that
you could use as a starting point - the HMDs work very similarly even
though the APIs are obviously different.

Another option is the OSVR toolkit - their Render Manager supposedly
(didn't test it myself) works with Vive and it may be easier to integrate.

Regards,

J.
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