You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Feb 27, 2024. It is now read-only.
Because the maths is difficult to deal with. So i decided to buy the official holokit cardboard. And i am using iphone 8 for test.
So far, i feel the depth is correct ,which is good (i bought a third party headset and depth is incorrectly closer than the real thing). However, it has a strong distortion problem in the edge area. So only the position close to the center of view is marching the real world. I see that in the code, holokit v1 model set the distortion correction to zero. And if i manually adjust the distortion, it will break the perspective.
So what should i do?
The text was updated successfully, but these errors were encountered:
i modified HoloKit-BarrelDistortion.shader, change "float a = 1.0 + r2 * _BarrelDistortionFactor;" to "float a = 1.0 + (1-sqrt(r2)) * _BarrelDistortionFactor;". it seems better in my case.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Because the maths is difficult to deal with. So i decided to buy the official holokit cardboard. And i am using iphone 8 for test.
So far, i feel the depth is correct ,which is good (i bought a third party headset and depth is incorrectly closer than the real thing). However, it has a strong distortion problem in the edge area. So only the position close to the center of view is marching the real world. I see that in the code, holokit v1 model set the distortion correction to zero. And if i manually adjust the distortion, it will break the perspective.
So what should i do?
The text was updated successfully, but these errors were encountered: