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Old 06-29-2020, 07:33 AM
samzebrado samzebrado is offline
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Join Date: Jun 2018
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Hi all,

Hope this would be useful.

I've just go through Vizard5/python/oculus.py.
Line 195: left,right,bottom,top,near,far = camera.getFrustum()

The field of view could be computed from these "left, right, bottom, top" parameters.
Line 190 - 194 showed the "camera" could come from self.getCameraList(), and self.getCameraList() came from self._sensor.getCameraList(), defined after Line 340.

Similarly I found the following path of variable creation:

self._sensor <-- allSensors <-- getSensors() <-- getExtension().getHMDList() <-- getExtension() <--viz.addExtension('oculus.dle')

'oculus.dle' should be a plugin of vizard, similar to the vrpn plugin, which help getting data from other apps.

It looks like that oculus app did pass some info about the screen's real size and fov to vizard.

Thus if you wanna get that "real fov", you just need to back compute it from the Frustum parameters returned by camera.getFrustum().

p.s. maybe in oculus app you could modify this parameter, or not

Quote:
Originally Posted by samzebrado View Post
btw. I think the Oculus app, which have to be launched by yourself or by vizard during use, might have provided some information about its resolution and fov to vizard, and that could be why we did not find distortion in CV1.
Anyway I'll keep searching for relevant info.
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field of view, oculus rift


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