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Ocucam - piping dual webcams to an Oculus Rift

Anonymous
Not applicable
Hi, all!
In my boredom from waiting for my Oculus Rift to arrive, I've put together a tiny C# project that takes dual webcam inputs, applies the Oculus distortion shader, and then outputs via Direct3D.

It's a pretty limited app, currently--for instance, it requires the webcams to be oriented vertically (since this fills the Oculus FoV a bit more easily). You can control the inter-eye spacing (via home/end), but it's a bit crude. You can also control the FoV (i.e., how much the camera image is expanded/shrunk) via pgup/pgdn. Hit escape to... escape.

Anyway, if someone is a little bored and wants to give some feedback, here's the link:
http://www.scottcutler.net/zips/Ocucam%20v0.01.zip

What's in it for the future? I don't know. Maybe a toon shader or something wold look cool as applied to reality. I wanted to do some experiments with very widely spaced eyes, to see if it makes the world look small. I'll know better when my unit arrives!

I'm using a pair of Creative Live! Cam Sync HD 720p webcams. They don't do so well in low light, but in daylight they get a pretty reasonable 720p image at 30 fps.

The source code is included with the file (buildable with Visual Studio Express 2012), and the .fx file is editable in case anyone wants to play around. I haven't been able to test more than one config so far, so it's very likely there are bugs related to assuming something about my system. Let me know if you run into anything.

Oh, and since I don't actually have a Rift in hand yet, it's entirely possible that my distortion shader is screwed up or something, and that it looks wonky. I'd like feedback on that, too!
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