1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
|
/************************************************************************************
Filename : Util_Render_Stereo.cpp
Content : Stereo rendering configuration implementation
Created : October 22, 2012
Authors : Michael Antonov, Andrew Reisse
Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
Licensed under the Oculus VR SDK License Version 2.0 (the "License");
you may not use the Oculus VR SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*************************************************************************************/
#include "Util_Render_Stereo.h"
namespace OVR { namespace Util { namespace Render {
//-----------------------------------------------------------------------------------
// DistortionFnInverse computes the inverse of the distortion function on an argument.
float DistortionConfig::DistortionFnInverse(float r)
{
OVR_ASSERT((r <= 10.0f));
float s, d;
float delta = r * 0.25f;
s = r * 0.5f;
d = fabs(r - DistortionFn(s));
for (int i = 0; i < 20; i++)
{
float sUp = s + delta;
float sDown = s - delta;
float dUp = fabs(r - DistortionFn(sUp));
float dDown = fabs(r - DistortionFn(sDown));
if (dUp < d)
{
s = sUp;
d = dUp;
}
else if (dDown < d)
{
s = sDown;
d = dDown;
}
else
{
delta *= 0.5f;
}
}
return s;
}
//-----------------------------------------------------------------------------------
// **** StereoConfig Implementation
StereoConfig::StereoConfig(StereoMode mode, const Viewport& vp)
: Mode(mode),
InterpupillaryDistance(0.064f), AspectMultiplier(1.0f),
FullView(vp), DirtyFlag(true), IPDOverride(false),
YFov(0), Aspect(vp.w / float(vp.h)), ProjectionCenterOffset(0),
OrthoPixelOffset(0)
{
// And default distortion for it.
Distortion.SetCoefficients(1.0f, 0.22f, 0.24f);
Distortion.Scale = 1.0f; // Will be computed later.
// Fit left of the image.
DistortionFitX = -1.0f;
DistortionFitY = 0.0f;
// Initialize "fake" default HMD values for testing without HMD plugged in.
// These default values match those returned by the HMD.
HMD.HResolution = 1280;
HMD.VResolution = 800;
HMD.HScreenSize = 0.14976f;
HMD.VScreenSize = HMD.HScreenSize / (1280.0f / 800.0f);
HMD.InterpupillaryDistance = InterpupillaryDistance;
HMD.LensSeparationDistance = 0.0635f;
HMD.EyeToScreenDistance = 0.041f;
HMD.DistortionK[0] = Distortion.K[0];
HMD.DistortionK[1] = Distortion.K[1];
HMD.DistortionK[2] = Distortion.K[2];
HMD.DistortionK[3] = 0;
Set2DAreaFov(DegreeToRad(85.0f));
}
void StereoConfig::SetFullViewport(const Viewport& vp)
{
if (vp != FullView)
{
FullView = vp;
DirtyFlag = true;
}
}
void StereoConfig::SetHMDInfo(const HMDInfo& hmd)
{
HMD = hmd;
Distortion.K[0] = hmd.DistortionK[0];
Distortion.K[1] = hmd.DistortionK[1];
Distortion.K[2] = hmd.DistortionK[2];
Distortion.K[3] = hmd.DistortionK[3];
Distortion.SetChromaticAberration(hmd.ChromaAbCorrection[0], hmd.ChromaAbCorrection[1],
hmd.ChromaAbCorrection[2], hmd.ChromaAbCorrection[3]);
if (!IPDOverride)
InterpupillaryDistance = HMD.InterpupillaryDistance;
DirtyFlag = true;
}
void StereoConfig::SetDistortionFitPointVP(float x, float y)
{
DistortionFitX = x;
DistortionFitY = y;
DirtyFlag = true;
}
void StereoConfig::SetDistortionFitPointPixels(float x, float y)
{
DistortionFitX = (4 * x / float(FullView.w)) - 1.0f;
DistortionFitY = (2 * y / float(FullView.h)) - 1.0f;
DirtyFlag = true;
}
void StereoConfig::Set2DAreaFov(float fovRadians)
{
Area2DFov = fovRadians;
DirtyFlag = true;
}
const StereoEyeParams& StereoConfig::GetEyeRenderParams(StereoEye eye)
{
static const UByte eyeParamIndices[3] = { 0, 0, 1 };
updateIfDirty();
OVR_ASSERT(eye < sizeof(eyeParamIndices));
return EyeRenderParams[eyeParamIndices[eye]];
}
void StereoConfig::updateComputedState()
{
// Need to compute all of the following:
// - Aspect Ratio
// - FOV
// - Projection offsets for 3D
// - Distortion XCenterOffset
// - Update 2D
// - Initialize EyeRenderParams
// Compute aspect ratio. Stereo mode cuts width in half.
Aspect = float(FullView.w) / float(FullView.h);
Aspect *= (Mode == Stereo_None) ? 1.0f : 0.5f;
Aspect *= AspectMultiplier;
updateDistortionOffsetAndScale();
// Compute Vertical FOV based on distance, distortion, etc.
// Distance from vertical center to render vertical edge perceived through the lens.
// This will be larger then normal screen size due to magnification & distortion.
//
// This percievedHalfRTDistance equation should hold as long as the render target
// and display have the same aspect ratios. What we'd like to know is where the edge
// of the render target will on the perceived screen surface. With NO LENS,
// the answer would be:
//
// halfRTDistance = (VScreenSize / 2) * aspect *
// DistortionFn_Inverse( DistortionScale / aspect )
//
// To model the optical lens we eliminates DistortionFn_Inverse. Aspect ratios
// cancel out, so we get:
//
// halfRTDistance = (VScreenSize / 2) * DistortionScale
//
if (Mode == Stereo_None)
{
YFov = DegreeToRad(80.0f);
}
else
{
float percievedHalfRTDistance = (HMD.VScreenSize / 2) * Distortion.Scale;
YFov = 2.0f * atan(percievedHalfRTDistance/HMD.EyeToScreenDistance);
}
updateProjectionOffset();
update2D();
updateEyeParams();
DirtyFlag = false;
}
void StereoConfig::updateDistortionOffsetAndScale()
{
// Distortion center shift is stored separately, since it isn't affected
// by the eye distance.
float lensOffset = HMD.LensSeparationDistance * 0.5f;
float lensShift = HMD.HScreenSize * 0.25f - lensOffset;
float lensViewportShift = 4.0f * lensShift / HMD.HScreenSize;
Distortion.XCenterOffset= lensViewportShift;
// Compute distortion scale from DistortionFitX & DistortionFitY.
// Fit value of 0.0 means "no fit".
if ((fabs(DistortionFitX) < 0.0001f) && (fabs(DistortionFitY) < 0.0001f))
{
Distortion.Scale = 1.0f;
}
else
{
// Convert fit value to distortion-centered coordinates before fit radius
// calculation.
float stereoAspect = 0.5f * float(FullView.w) / float(FullView.h);
float dx = DistortionFitX - Distortion.XCenterOffset;
float dy = DistortionFitY / stereoAspect;
float fitRadius = sqrt(dx * dx + dy * dy);
Distortion.Scale = Distortion.DistortionFn(fitRadius)/fitRadius;
}
}
void StereoConfig::updateProjectionOffset()
{
// Post-projection viewport coordinates range from (-1.0, 1.0), with the
// center of the left viewport falling at (1/4) of horizontal screen size.
// We need to shift this projection center to match with the lens center;
// note that we don't use the IPD here due to collimated light property of the lens.
// We compute this shift in physical units (meters) to
// correct for different screen sizes and then rescale to viewport coordinates.
float viewCenter = HMD.HScreenSize * 0.25f;
float eyeProjectionShift = viewCenter - HMD.LensSeparationDistance*0.5f;
ProjectionCenterOffset = 4.0f * eyeProjectionShift / HMD.HScreenSize;
}
void StereoConfig::update2D()
{
// Orthographic projection fakes a screen at a distance of 0.8m from the
// eye, where hmd screen projection surface is at 0.05m distance.
// This introduces an extra off-center pixel projection shift based on eye distance.
// This offCenterShift is the pixel offset of the other camera's center
// in your reference camera based on surface distance.
float metersToPixels = (HMD.HResolution / HMD.HScreenSize);
float lensDistanceScreenPixels= metersToPixels * HMD.LensSeparationDistance;
float eyeDistanceScreenPixels = metersToPixels * InterpupillaryDistance;
float offCenterShiftPixels = (HMD.EyeToScreenDistance / 0.8f) * eyeDistanceScreenPixels;
float leftPixelCenter = (HMD.HResolution / 2) - lensDistanceScreenPixels * 0.5f;
float rightPixelCenter = lensDistanceScreenPixels * 0.5f;
float pixelDifference = leftPixelCenter - rightPixelCenter;
// This computes the number of pixels that fit within specified 2D FOV (assuming
// distortion scaling will be done).
float percievedHalfScreenDistance = tan(Area2DFov * 0.5f) * HMD.EyeToScreenDistance;
float vfovSize = 2.0f * percievedHalfScreenDistance / Distortion.Scale;
FovPixels = HMD.VResolution * vfovSize / HMD.VScreenSize;
// Create orthographic matrix.
Matrix4f& m = OrthoCenter;
m.SetIdentity();
m.M[0][0] = FovPixels / (FullView.w * 0.5f);
m.M[1][1] = -FovPixels / FullView.h;
m.M[0][3] = 0;
m.M[1][3] = 0;
m.M[2][2] = 0;
float orthoPixelOffset = (pixelDifference + offCenterShiftPixels/Distortion.Scale) * 0.5f;
OrthoPixelOffset = orthoPixelOffset * 2.0f / FovPixels;
}
void StereoConfig::updateEyeParams()
{
// Projection matrix for the center eye, which the left/right matrices are based on.
Matrix4f projCenter = Matrix4f::PerspectiveRH(YFov, Aspect, 0.01f, 2000.0f);
switch(Mode)
{
case Stereo_None:
{
EyeRenderParams[0].Init(StereoEye_Center, FullView, 0, projCenter, OrthoCenter);
}
break;
case Stereo_LeftRight_Multipass:
{
Matrix4f projLeft = Matrix4f::Translation(ProjectionCenterOffset, 0, 0) * projCenter,
projRight = Matrix4f::Translation(-ProjectionCenterOffset, 0, 0) * projCenter;
EyeRenderParams[0].Init(StereoEye_Left,
Viewport(FullView.x, FullView.y, FullView.w/2, FullView.h),
+InterpupillaryDistance * 0.5f, // World view shift.
projLeft, OrthoCenter * Matrix4f::Translation(OrthoPixelOffset, 0, 0),
&Distortion);
EyeRenderParams[1].Init(StereoEye_Right,
Viewport(FullView.x + FullView.w/2, FullView.y, FullView.w/2, FullView.h),
-InterpupillaryDistance * 0.5f,
projRight, OrthoCenter * Matrix4f::Translation(-OrthoPixelOffset, 0, 0),
&Distortion);
}
break;
}
}
}}} // OVR::Util::Render
|