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Dynamic Framebuffer Scaling in the Oculus Rift

By Brad Davis, author of Oculus Rift in Action

Oculus SDK: drift correction and prediction

In this article, I will talk about two bits of functionality in the Oculus SDK that you should be aware of: drift correction and prediction.

Oculus SDK: drift correction and prediction (PDF)

[email protected] conferences: Women in Tech

manning.com [email protected] conferences: Women in Tech [email protected] conferences: Women in Tech ran on October 13, [email protected] conferences are one-day technology conferences from Manning Publications. Manning authors and other industry experts deliver live coding sessions, deep dives, and tutorials. Watch for… Continue Reading →

Create a More Immersive Experience for the User with an In-World UI

From Oculus Rift in Action
Creating an in-world UI will create a more immersive experience for the user

Correcting Distortion Caused by Rift Lenses

From Oculus Rift in Action
Correcting the distortion caused by the Rift lenses requires applying an inverse distortion before sending the image to the display

A Typical Rendering Loop for Rift Applications

From Oculus Rift in Action
A typical rendering loop for Rift applications

Working with the Rift Means Working with Two Distinct Devices: a set of sensors and a monitor (the display)

From Oculus Rift in Action
Oculus Rift in Action Diagram

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