Serious need for Left/Right eye specific image control in textures.

Serious need for Left/Right eye specific image control in textures.

Anonymous
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Serious need for Left/Right eye specific image control in textures.

Anonymous
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This would be my first post, really probably on any forum... 

 

I hope I can succinctly address my need which I would think should be simple in code for a programmer and perhaps has just never been done?

 

The need:  I need the surface texture images of needed object in my scene to allow a different texture map to be used with the viewers VR left eye versus VR right eye (I am working with VIVE).  

 

The applications of this are to be able to leverage 3D photography within scenes which allows them to be impressive and yet very lightweight performance wise and dev time wise.

 

Example 1:  you may have a 3D room scene of a shop, and perhaps there is a window on a brick wall  looking outside.  You may have a large planar panel parallel to window on the outside a few feet away which shows the L/R texture separately.  This allows for a stereo image collected from identical point and shoot cameras L/R to have a fully detailed and 3D scene outside from your fixed perspective as you pass/look out the window.

 

Example 2:  Stitching together 3D photography or a 3DSMax scene with all settings and polish jacked up full allows the creation of (2) 360 degree image spheres of right eye and left eye points of view in all directions (precorrected for parallax distortion).  This allows for stationary 3D interactive scenes to be essentially the player in the center of a single baked sphere with 2 perceived spherical texture maps.  After this you can add an invisible physics floor and additional room objects inside the scene, but the bulk of the fine and perfect 3D visuals can either be from true life or a fully polished 3D model.

 

The ability for these powerful but useful illusions is solely based on targeting each eye's perceived texture maps.  I have not been able to find anything, except for some Oculus concepts I can't use and Unity references which don't apply as I have only begun in Stingray and am spending all my energy in trying to grow and learn there.

 

Any help on this? 

 

If so, please include implementing instruction assuming me as a 2017 starting novice. I apologize ahead of time for that.

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Anonymous
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As it may aid, in the unity community it appears they have a current solution of 2 cameras which can have a culling mask applied to each to achieve this now, while offering full control this way, it is not exactly as lightweight as the shader approach would be.  There are references from last July to them creating a shader based version of this similar to my question using an eye_index parameter but I am not 100% on if this was ever implemented.

 

It appeared somewhere that I cannot find anymore that the oculus had parameters it could receive specific to eye control output, and I never found a similar segment of code for the Vive.

 

Obviously with the existence of several simple stereoscopic viewers and video players for all VR systems, it can be achieved somehow.  I just need feedback from the experts.  😉

 

 

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