[Bf-committers] Blender and Oculus - Food for Thought

Dalai Felinto dfelinto at gmail.com
Tue Sep 29 20:55:31 CEST 2015


Hi,
I finished all the required changes in Blender (not in the BGE) for
viewport offscreen rendering:
https://developer.blender.org/D1533

I will share a video of this working once I plug it with a HMD, but
for a quick preview, this is what is now possible:
http://dalaifelinto.com/ftp/tmp/fbo.jpg

(via Python I'm rendering two new views, with custom opengl matrices
into two FBOs, and visualizing them back on top of the viewport).

I hope this can get reviewed and make its way into Blender 2.77.

Cheers,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com


2015-09-18 15:52 GMT-03:00 Dalai Felinto <dfelinto at gmail.com>:
> Hi Jacob,
>
>> offscreen rendering is esential for fast 2d effects as well?
>
> Speed aside, offscreen rendering allows for quality you won't get
> otherwise. If you are counting relying on warping the acquired data,
> offscreen allows you to work with an original higher resolution buffer
> (e.g., similar to what the BGE does in the fulldome mode with warp
> meshes). So speed is not even the point here.
>
> Apart from that, using FBO allows you to hand out the buffer to the
> SDK, without having to worry about implementing distortion shaders
> yourself.
>
>> also, how do we get screen space AO and screen space reflections?  something similar?
>
> Such off-screen rendering routine should support any of the fancy
> viewport effects Blender now has. In fact as part of the function
> arguments we should probably be able to set specific viewport settings
> (render only, ao, ...).
>
> Cheers,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
>
>
> 2015-09-18 15:09 GMT-03:00 Jacob Merrill <blueprintrandom1 at gmail.com>:
>> offscreen rendering is esential for fast 2d effects as well?
>>
>> also, how do we get screen space AO and screen space refelctions?
>> something similar ?
>> On Sep 18, 2015 10:05 AM, "Dalai Felinto" <dfelinto at gmail.com> wrote:
>>
>>> Hi there,
>>>
>>> I've been pondering on how to get proper Oculus support in Blender
>>> "viewport", and it came down to the ideas presented here:
>>> http://www.dalaifelinto.com/?p=1108
>>>
>>> Basically, I propose we expand our Blender/Game Engine API with the
>>> following:
>>>
>>> * Allow off-screen rendering straight to a FBO bind id with custom
>>> OpenGL matrices
>>> * BGL extended to support glBindFramebuffer amount other required GL
>>> functions
>>> * BGE Video Texture ImageRender to support FBO rendering and custom
>>> OpenGL matrices
>>>
>>> That should allow for not only oculus but any shader-based HMD (Head
>>> Mounted Display) to use Blender (or rather, to have an addon written
>>> to support it).
>>>
>>> Any thoughts on that? Can anyone come up with a different design to
>>> address that?
>>>
>>> (in the link above I explain why I think a Python approach is
>>> preferable over a deeper C integration between Blender and the Oculus
>>> SDK).
>>>
>>> Thanks,
>>> Dalai
>>> --
>>> blendernetwork.org/dalai-felinto
>>> www.dalaifelinto.com
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
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