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

Piotr Arlukowicz piotao at polskikursblendera.pl
Tue Sep 29 21:01:12 CEST 2015


ITs CRAZY!

cheers!
pio


​Piotr
​ Arlukowicz, BFCT​

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2015-09-29 20:55 GMT+02:00 Dalai Felinto <dfelinto at gmail.com>:

> 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
> >>> _______________________________________________
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> >>>
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