jimbo00000 / Rift-Volume

Volumetric Rendering in the Rift

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Rift-Volume

Volume Rendering for the Oculus Rift, plus some floating in-world UI panes.

Other Docs

Portability

  • Linux, MacOS, Windows
  • NVIDIA, AMD

Dependencies

I set up my local build environment with libraries installed under a single directory(C:/lib on Windows, ~/lib on Linux, ~/Development on MacOS). This location can be changed in cmake-gui by modifying the LIBS_HOME variable or by editing it in CMakeLists.txt directly.

Features

  • OVR SDK and Client rendering paths
  • Adaptive render buffer resolution scaling to ensure fastest possible frame rate
  • Camera frustum highlighting when headset approaches limits of tracking area
  • Auxiliary window with AntTweakbar controls(toggle with backtick(`) press)
  • Tap HMD to hide Health and Safety warning
  • Mouse click to teleport in Scene, wheel tilt for "comfort mode" rotation
  • Sixense SDK Hydra support
  • Keyboard and gamepad world motion support
  • Interchangeable GLFW, SDL2 and SFML backends

About

Volumetric Rendering in the Rift

License:MIT License


Languages

Language:C++ 48.0%Language:C 46.9%Language:CMake 2.9%Language:GLSL 2.2%