CubicVR.js Oculus Rift and stereo experiments

I'm excited to have backed the Oculus Rift on Kickstarter and eagerly await my dev kit, in the meantime I've done some stereo rendering experiments in CubicVR.js and have added a simple StereoCameraRig class with 5 different modes available by default. The demo can be found here:

http://cjcliffe.github.com/CubicVR.js/experiment/oculus_rift/stereo_modes_test.html

There's Oculus Rift experimental mode, which is just a quick PostProcessShader I created to bend the split stereo image to look like it did in the Kickstarter video along with matching the field of view specifications; so it's probably all kinds of wrong but at least it's ready to plug in the right values when I can get access to the SDK.

The other modes are standard red/blue, red/green for simple old-school 3D glasses, split stereo and interlace.  Plain split stereo divides the display in half; this can be used with some 3D displays and also the eye swap option lets you cross your eyes to see the effect; though I don't recommend crossing them for very long :)  There's also an interlace mode which may work with some 3D TV and computer displays with appropriate glasses.  Minimal testing done so far so it all probably needs some tweaking..

 

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