How to unwarp the foveated frames outside alvr? #1311
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Jia-WeiFang
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The current FFR algorithm was written by @sctanf, maybe she can help. if you want to record the stream output I highly recommend to just not using FFR. |
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Hi,
Since I want to calculate the objective metrics between the foveated-wrapped images and unwarped images, I save both the original eye texture and the warped texture on the server side.
(The reason why I didn't just save frames from the client is that the HMD hardware can not afford to save frames in runtime, the workload is too heavy; the app would shut down. In addition, the HMD will do some cropping before displaying the frames, so I can not directly use the screen recording either.)
Thus, I wonder how can I do the unwarping function offline?
I have created an OpenGL project and followed the render pipeline in the client source code, and use "CalculateFoveationVars" function to calculate the foveated parameters, the fragment shader in alvr/client_core/cpp/ffr.cpp, and the vertex shader "QUAD_2D_VERTEX_SHADER", but I can not get the correct unwarped results.
Can I have the original test OpenGL project of doing the warping and unwarping work, or can you tell me how to do this offline?
Thanks a lot!
Really appreciate your help!
Jia-Wei
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