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c++ - 使用 Oculus Rift 时相机抖动

转载 作者:行者123 更新时间:2023-11-30 05:48:20 25 4
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我正在使用 oculus 编写应用程序,但相机设置有问题。只是有时一切正常,相机开始晃动,我们正在看的模型似乎在抖动。到目前为止有人遇到同样的问题吗?

更新相机矩阵的代码如下:

// Concatentaion of both the given navigator and the position tracking
OSG::Matrix4f m;

// If a navigator is given, we attach to it
if (navigator) {
m = navigator->getMatrix();
}

// apply position/rotation as obtained from tracking
OSG::Matrix4f trans;

trans.setTranslate(ovr2osg(headPose.Position));
trans.setRotate(ovr2osg(headPose.Orientation));
m.mult(trans);

// compute modelview matrix for player
OSG::Matrix4f modelview;
player->setMatrix(m);
playerNode->getToWorld(modelview);
modelview.invert();

for (int i = 0; i < ovrEye_Count; ++i) {

// The player node acts as the beacon for our stereo setup.
// Basd on the modelview matrix of the player, we
// now compute the viewing matrix for each eye, which
// basically corresponds a small shift to account for eye separation.
OSG::Matrix4f view(modelview);

// The overall shift is determined by the IPD (Interpupillary
// distance): To account for the IPD we just translate the viewing
// matrix by the viewing adjust vector as reported by the oculus SDK.
// NOTE: The Left-handed (!) multiplication is crucial
const OSG::Matrix4f &adjust = ovr2osg( OVR::Matrix4f::Translation(eyeRenderDesc[i].ViewAdjust) );
view.multLeft(adjust);

// We use the projection matrices as supplied by the oculus SDK.
const OSG::Matrix4f &proj = ovr2osg(projection[i]);

// Finally, set the computed viewing/projection matrices
camera[i]->setModelviewMatrix(view);
camera[i]->setProjectionMatrix(proj);
}

OSG::Thread::getCurrentChangeList()->commitChanges();

最佳答案

WDM(Windows 桌面管理器)导致了问题。因此,我通过选择 Windows Basic Theme 禁用了 Aero,但它并没有解决我的问题。因此,我必须调用 DwmEnableComposition(DWM_EC_DISABLECOMPOSITION) 来禁用 DWM 组合,这样就不会出现抖动。

关于c++ - 使用 Oculus Rift 时相机抖动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28241720/

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