Volume Rendering for the Oculus Rift, plus some floating in-world UI panes.
- Linux, MacOS, Windows
- NVIDIA, AMD
- Offis DCMTK - get the latest from git and see BuildingDCMTK.md for instructions
- CMake (for building)
- GLFW, SDL2 or SFML
- GLEW
- GLM
- Oculus SDK (optional)
- Sixense SDK (optional)
- AntTweakbar (optional)
I set up my local build environment with libraries installed under a single directory(C:/lib on Windows, ~/lib on Linux, ~/Development on MacOS). This location can be changed in cmake-gui by modifying the LIBS_HOME variable or by editing it in CMakeLists.txt directly.
- OVR SDK and Client rendering paths
- Adaptive render buffer resolution scaling to ensure fastest possible frame rate
- Camera frustum highlighting when headset approaches limits of tracking area
- Auxiliary window with AntTweakbar controls(toggle with backtick(`) press)
- Tap HMD to hide Health and Safety warning
- Mouse click to teleport in Scene, wheel tilt for "comfort mode" rotation
- Sixense SDK Hydra support
- Keyboard and gamepad world motion support
- Interchangeable GLFW, SDL2 and SFML backends