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Hemi-sphere projection, dirty #34

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niveuseverto
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Dirty, proof of concept

  • Cleanup code
  • Reuse single sphere projection, just rebuild mesh?
  • Follow code style

@gkv311
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gkv311 commented Dec 11, 2017

There should be no tabulation symbols in the code (indentation is 4 spaces in sView source code) and could you please share some sample file for this mode?

@niveuseverto
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niveuseverto commented Dec 11, 2017

Any video like this: https://www.youtube.com/watch?v=9P7KJkzlTBE, but them need a tuning with DX/DY separation; https://www.youtube.com/watch?v=xbEHzUI5gLo ; any other 2d distorted renders from Oculus/Vive. I got NVidia Vision powered display, so this app is exactly what I needed.

There should be no tabulation symbols in the code (indentation is 4 spaces in sView source code)

That's a third checkmark in PR description.

@gkv311
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gkv311 commented Dec 12, 2017

any other 2d distorted renders from Oculus/Vive.

But these are not hemispheres, they are hardly distorted for Oculus lenses (including aberration compensation distortion), which I think not easy/possible to reverse.
Are there really many videos of that type that worth troubleshooting with this broken format?

That's a third checkmark in PR description.

Sorry, didn't get what these squares mean at first glance.

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But these are not hemispheres, they are hardly distorted for Oculus lenses (including aberration compensation distortion), which I think not easy/possible to reverse.

Hemisphere projection does this right: zero distortion.

Are there really many videos of that type that worth troubleshooting with this broken format?

Yeah, this dirty fix took ~1h, cleanup will take 1-2 more (most part - is to configure VS2017), so not a big problem.

@gkv311
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gkv311 commented Dec 12, 2017

Hemisphere projection does this right: zero distortion.

You can take a look how they programmed distortion in early version:
StOutDistorted/StProgramBarrel.cpp
There a little bit more than just hemisphere projection and later on they have replaced simple shader performing analytical projection by projection onto redefined surface grid (have no idea why, but you should be able finding docs about Oculus Rift, if you have an interest), before they have developed a driver doing this job.
Though I have not checked your version yet (I suppose there still need some work to adjust distance between eyes) - maybe it produces quite fine result regardless extra non-reverted distortions.

Of course, it would be nice being able to see as more videos as possible in sView ;).

@gkv311 gkv311 force-pushed the master branch 9 times, most recently from 0746261 to 5099311 Compare January 16, 2019 19:10
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