Timeline for Shader / Reconstructing position from DEPTH in VR through Projection Matrix
Current License: CC BY-SA 3.0
45 events
| when toggle format | what | by | license | comment | |
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| Sep 14, 2019 at 20:10 | answer | added | Bolt | timeline score: 4 | |
| Dec 2, 2018 at 17:57 | answer | added | aeroson | timeline score: 1 | |
| Mar 13, 2018 at 20:40 | comment | added | Chris Cummings | Just posting another solution on git hub, as I had to do some work to get this working in both normal/stereo and single/multi pass, and managed to simplify quite a bit using some of the later unity features. github.com/chriscummings100/worldspaceposteffect Again, lots of credit for @DMGregory | |
| Jul 13, 2017 at 19:49 | answer | added | colourmath | timeline score: 4 | |
| May 11, 2017 at 4:51 | comment | added | zezba9000 | Fully working solution on GitHub: github.com/zezba9000/UnityMathReference/tree/master/Assets/… Lots of credit for @DMGregory !!! | |
| Apr 13, 2017 at 12:33 | vote | accept | OC_RaizW | ||
| S Apr 13, 2017 at 12:33 | history | bounty ended | OC_RaizW | ||
| S Apr 13, 2017 at 12:33 | history | notice removed | OC_RaizW | ||
| Apr 13, 2017 at 12:33 | vote | accept | OC_RaizW | ||
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| Apr 10, 2017 at 13:27 | history | tweeted | twitter.com/StackGameDev/status/851426411239886849 | ||
| Apr 10, 2017 at 10:03 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| S Apr 7, 2017 at 10:54 | history | bounty started | OC_RaizW | ||
| S Apr 7, 2017 at 10:54 | history | notice added | OC_RaizW | Draw attention | |
| Apr 1, 2017 at 3:23 | comment | added | OC_RaizW | @DMGregory Thank you for taking your time to solve this. I edited the question. As a non-expert I get that inside your solutions there is the solution for my problem. But I dont exactly get how to implement the solution right now in my ComputeShader script. Could you... help? :-/ You are using _ClipToWorld, | |
| Apr 1, 2017 at 3:17 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| Apr 1, 2017 at 3:12 | vote | accept | OC_RaizW | ||
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| Apr 1, 2017 at 2:05 | vote | accept | OC_RaizW | ||
| Apr 1, 2017 at 3:05 | |||||
| Feb 22, 2017 at 18:39 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jan 19, 2017 at 22:57 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Dec 20, 2016 at 15:41 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Nov 10, 2016 at 6:04 | answer | added | DMGregory♦ | timeline score: 10 | |
| Nov 9, 2016 at 13:29 | comment | added | OC_RaizW | @DMGregory Here you go sir. bilder-upload.eu/upload/7fdfe0-1478698571.png | |
| Nov 8, 2016 at 13:00 | comment | added | DMGregory♦ | I tried over the weekend - unfortunately Oculus Home is crashing on my PC as soon as I connect the HMD. So I won't be able to test & validate a solution until I've solved that issue. I can do some mockups with manually skewed frustums, but I'm not sure if they'd match the situations you see in VR. ...we could take a shortcut if you can dump the projection matrix you get when using each eye's VR camera, then I can copy those and make sure the method works correctly on those test cases. | |
| Nov 8, 2016 at 12:53 | comment | added | OC_RaizW | @DMGregory : Hello Sir - Did you come up to a solution or can you give me an advice to solve this matter? :-) | |
| S Nov 3, 2016 at 17:17 | history | bounty ended | CommunityBot | ||
| S Nov 3, 2016 at 17:17 | history | notice removed | CommunityBot | ||
| Nov 3, 2016 at 14:55 | comment | added | OC_RaizW | I think in the VR future this will be significant for many shaders. | |
| Nov 3, 2016 at 11:40 | comment | added | DMGregory♦ | Since this question currently has no upvotes, I doubt it's millions. ;) | |
| Nov 3, 2016 at 10:05 | comment | added | OC_RaizW | @DMGregory You would help me - and millions others who try to get those coordinates. | |
| Nov 3, 2016 at 5:31 | comment | added | DMGregory♦ | If you don't use the @ sign, I don't get a notification that you've asked me a question. ;) It's late at night for me now — I just clicked in to see how this question was doing — but I can give it a shot with my DK2 this weekend to test it out. | |
| Nov 2, 2016 at 15:53 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| Oct 31, 2016 at 11:59 | comment | added | OC_RaizW | DMGregory: At least give me a hint how to solve this problem man :/ .... | |
| Oct 28, 2016 at 12:12 | comment | added | OC_RaizW | Sooo DMGregory: Are you up for the challenge? | |
| Oct 26, 2016 at 21:50 | comment | added | OC_RaizW | "but is it possible the formulas being used above assume a symmetrical frustum?" Yes- exactly thats why i think the problem occurs. ^^ | |
| Oct 26, 2016 at 18:07 | comment | added | OC_RaizW | well yes- i think that could likely be the reason. | |
| Oct 26, 2016 at 16:02 | comment | added | DMGregory♦ | I haven't worked through all the math, but is it possible the formulas being used above assume a symmetrical frustum? A VR frustum will typically be slightly skewed (so the directions to the left and right edges are not equidistant from the camera's forward direction/axis). It seems like the skew information would be present in the projection matrix, but might not be read & used correctly if the formula assumes (from non-VR cases) that the image plane is centered about the camera's axis. | |
| S Oct 26, 2016 at 15:36 | history | bounty started | OC_RaizW | ||
| S Oct 26, 2016 at 15:36 | history | notice added | OC_RaizW | Draw attention | |
| Oct 26, 2016 at 15:17 | comment | added | 3Dave | The projection matrices are supposed to be different. This is to compensate for the lens distortion in the headset. Are you sure the coordinates are wrong? They will be different in the HMD than in the game view on the primary display. | |
| Oct 26, 2016 at 13:37 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| Oct 26, 2016 at 13:18 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| Oct 26, 2016 at 11:50 | history | edited | OC_RaizW | CC BY-SA 3.0 |
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| Oct 26, 2016 at 11:49 | comment | added | OC_RaizW | the stereo separation is inside the view matrix- thats true. But i get a slightly different projection which results in different (wrong) coordinates I get. | |
| Oct 24, 2016 at 14:28 | comment | added | 3Dave | This shouldn't matter. The stereo separation is represented in the view matrix, which will be different for each shader invocation. The formula is unchanged. | |
| Oct 24, 2016 at 13:33 | history | asked | OC_RaizW | CC BY-SA 3.0 |