View the Aurora Borealis Using the Oculus Rift and Torque 3D
by Dave Wyand · 04/18/2013 (9:30 am) · 18 comments

View the Aurora Borealis Using the Oculus Rift and Torque 3D
On March 17, 2013, a coronal mass ejection (CME) sent two days earlier reached the Earth. The resultant geomagnetic storm produced a brilliant aurora borealis display for the northern latitudes. Now you can see this event as viewed from opposite sides of the Earth as if you were there through the power of the Oculus Rift and Torque 3D (may also be used without the Rift):
Here’s what the Aurora Borealis demo looks like when connected to the Oculus Rift:
Background
On March 24, I saw an article on io9.com that showcased a timelapse video by photographer Goran Strand of the aurora borealis from Sweden. Upon seeing his full sky view I knew that it would make a great Torque 3D project using the Oculus Rift. I imagined his fish eye lens view of the sky projected onto a dome object, and being able to witness the aurora borealis from the ground.I contacted Goran through Facebook and he graciously allowed me to use his aurora borealis footage for this demo.
Original footage taken by Goran Strand in Sweden
Once I had the view from Sweden complete, I wondered if anyone else had captured the event. My search lead me to AuroraMax, a five year effort by the Canadian Space Agency and the University of Calgary to record the aurora borealis from Yellowknife, Canada. On April 8, I reached out to them on Twitter and received permission to use their full sky footage of the event.
Original footage taken by AuroraMax
Using the same technique of mapping the footage to a sky dome, you are now able to view the March 17 aurora borealis display from opposite sides of the Earth using the Oculus Rift.
How to Use It
The Aurora Borealis demo works best if your desktop resolution is greater than 1024x768. Once you launch the executable you’re presented with the main menu. Along the left are links to the various sources of footage and the appropriate credits. In the middle are the buttons used to start viewing the aurora borealis footage and learn about the demo. On the right are various viewing options.
Aurora Borealis demo main menu
The default method of using the Aurora Borealis demo is in full screen mode on the Oculus Rift. When either of the View buttons is clicked this mode will automatically move the demo to the Rift’s display and allow you to look around. So you don’t get tangled in any cords, you may also use either the mouse or a Xbox 360 compatible gamepad’s right thumbstick to rotate your view.

Viewing the Canadian aurora borealis on the Rift’s display
The full screen mode also allows you to choose the resolution to run the Rift at. Normally you would want to stick with the native 1280x800 resolution. However, the image quality may improve if you try out one of the available experimental resolutions.
The second display method will show a Rift compatible view right in the window on the desktop.

Viewing the aurora borealis in Sweden with the window option
The final display option allows you to view the aurora borealis without an Oculus Rift connected. In this mode you may use the mouse to look around.

Viewing the Canadian northern lights without the Rift’s stereo rendering
In any of these display modes you may switch your viewing location by pressing the keyboard’s space bar, clicking on the left mouse button, pressing the gamepad’s A button, or pulling one of the gamepad’s triggers. You may also exit viewing the aurora borealis by pressing the ESC key.
Personally, this is my favorite way to watch the aurora borealis as it ebbs and flows:

Lying down and looking up at the stars, just as they were meant to be seen
More than the Northern Lights
Stars are clearly visible along with the aurora borealis. Ready to do some stargazing? See if you can spot the following:
The big dipper over Yellowknife
How It Works
Each location was filmed using a camera with a fisheye lens attached. This provides a complete horizon to horizon view within each frame.
Single frame from Sweden (left) and Canada
To convert this flat image into something that may be used in Torque 3D, I created a hemisphere in LightWave 3D and mapped the footage onto the dome. The trick to getting everything to look right is in mapping with uniform polar coordinates, rather than a planar projection.

UV map on left, mapped sky dome on right
This sky dome object is then brought into Torque 3D and a virtual camera is placed at its center. When combined with the Oculus Rift you feel like you were actually there watching the aurora borealis.
Enjoy the show!
- Dave
UPDATE: My video has been featured on the Canadian Space Agency YouTube play list: www.youtube.com/playlist?list=FLdNtqpHlU1pCaVy2wlzxHKQ
UPDATE: Cymatic Bruce reviews our Rift Valley and Aurora Borealis demos:
www.youtube.com/watch?v=yw85AIG1Y4k
About the author
Producer at GarageGames LLC
#2
Canadian Space Agency YouTube favourite videos
Oculus Developer Forums
Oculus subreddit
Goran Strand's Facebook Post (Sweden footage photographer)
Visiori 3D Coverage (Italian site)
vr.wikinet.org
make-games.ru (Russian site)
Meant to Be Seen forum posting
Physcho Hamster Games
Cymatic Bruce Torque 3D Review
04/18/2013 (10:14 am)
Places talking about this (I'll expand the list as they come):Canadian Space Agency YouTube favourite videos
Oculus Developer Forums
Oculus subreddit
Goran Strand's Facebook Post (Sweden footage photographer)
Visiori 3D Coverage (Italian site)
vr.wikinet.org
make-games.ru (Russian site)
Meant to Be Seen forum posting
Physcho Hamster Games
Cymatic Bruce Torque 3D Review
#3
04/18/2013 (10:30 am)
A quote on the Oculus dev page sums it up well:Quote:I mean really, REALLY felt it. One of my most memorable experiences of life, period! - thx for this!
#4
//-------------------------- 4/18/2013 -- 16:23:03 -----
Processor Init:
Intel Pentium III Xeon, ~2.40 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
HT detected
MP detected [4 cores, 8 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXALProvider - OpenAL not available.
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
Oculus VR Device Init:
HMD found: Oculus Rift DK1 by Oculus VR [v0]
Sensor found: Tracker DK by Oculus VR, Inc. [v0] AAAAAAAAAAAA
GFX Init:
Direct 3D (version 9.x) device found
Null device found
DebugDrawer Enabled!
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: Intel(R) HD Graphics 4000 (D3D9) [\\.\DISPLAY1]
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
04/18/2013 (1:27 pm)
This looks cool! But when I go to run it I get a crash. Here's my log://-------------------------- 4/18/2013 -- 16:23:03 -----
Processor Init:
Intel Pentium III Xeon, ~2.40 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
HT detected
MP detected [4 cores, 8 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXALProvider - OpenAL not available.
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
Oculus VR Device Init:
HMD found: Oculus Rift DK1 by Oculus VR [v0]
Sensor found: Tracker DK by Oculus VR, Inc. [v0] AAAAAAAAAAAA
GFX Init:
Direct 3D (version 9.x) device found
Null device found
DebugDrawer Enabled!
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: Intel(R) HD Graphics 4000 (D3D9) [\\.\DISPLAY1]
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
#5
And if this is a laptop that has a switching graphics card, we've unfortunately seen this come up some times. You could try forcing your system to use the higher end graphics card through the control panel.
- Dave
04/18/2013 (2:24 pm)
Based on your log, it looks like it is running into trouble just when it is attempting to profile the graphics card using WMI. The first thing to check is that you have the latest drivers for your graphics card.And if this is a laptop that has a switching graphics card, we've unfortunately seen this come up some times. You could try forcing your system to use the higher end graphics card through the control panel.
- Dave
#6
04/18/2013 (3:30 pm)
Awesome. Very awesome. Including the Blade Runnerish music ;).
#7
04/18/2013 (7:35 pm)
Hey guys, first I want to say what a great article and great work. But I also have to say posting videos of what you are seeing on the Oculus Rift is like showing someone a 3d movie without giving them 3d glasses. I'm not saying stop, I'm just saying it can make a lot of people feel cheated out of the experience. Thank god I have the Oculus, otherwise I would be getting a little peeved with the plethora of Oculus posts lately. Maybe try mixing up the blogs a little.
#8
04/19/2013 (9:00 am)
This cries Total Recall lol
#9
Thanks! When I first heard Chris Zabriskie's music that was my thought exactly. I knew then I had to use it. :)
- Dave
04/19/2013 (10:38 am)
@Daniel:Thanks! When I first heard Chris Zabriskie's music that was my thought exactly. I knew then I had to use it. :)
- Dave
#10
The Oculus Rift is one of those devices that you really need to use to understand its full impact. I know, I know. Very Matrix-y and all. If you peruse other Rift videos on YouTube you'll find a similar way of demonstrating it.
For the Aurora Borealis demo in particular, I'm showing it to people that may not be as plugged into the latest VR technology. So far, showing what the user sees, along with an external view of how they are moving their head, has helped people understand how the technology works. I'm certainly open to suggestions on other ways of presenting the technology in a video format.
As for my blogs, I do agree that it has been Rift heavy lately. Over the past four week I've posted four blogs, and three of those are about working with the Rift (and the fourth blog was showcasing all of the other work that has been going on with Torque 3D).
These blogs do more than inform the community here. They also act as entry points for external communities. When I wrote about the Leap Motion controller integration here, I was then able to point that device's community back to GarageGames. The same is true of my Oculus Rift blogs. And with this blog, I'm able to point the science and education communities here to show that Torque 3D can be used for more than first person shooters.
Part of the T3D Steering Committee's mandate is to evangelize the engine outside of our own community. These blogs allow me to do just that. I also hope they show our own community what is possible with Torque 3D and give people ideas about entering these new markets with their own games and applications. Whether these are sustainable markets only time will tell. But right now everyone is starting on the same footing.
I like to think that the community here has been helping to mix it up with their own blogs -- they've been doing a great job there. Together we're all developers and contributing to the engine, not just me. My other alternative is to post less but I would prefer to not do that.
- Dave
04/19/2013 (12:20 pm)
@Trenton:The Oculus Rift is one of those devices that you really need to use to understand its full impact. I know, I know. Very Matrix-y and all. If you peruse other Rift videos on YouTube you'll find a similar way of demonstrating it.
For the Aurora Borealis demo in particular, I'm showing it to people that may not be as plugged into the latest VR technology. So far, showing what the user sees, along with an external view of how they are moving their head, has helped people understand how the technology works. I'm certainly open to suggestions on other ways of presenting the technology in a video format.
As for my blogs, I do agree that it has been Rift heavy lately. Over the past four week I've posted four blogs, and three of those are about working with the Rift (and the fourth blog was showcasing all of the other work that has been going on with Torque 3D).
These blogs do more than inform the community here. They also act as entry points for external communities. When I wrote about the Leap Motion controller integration here, I was then able to point that device's community back to GarageGames. The same is true of my Oculus Rift blogs. And with this blog, I'm able to point the science and education communities here to show that Torque 3D can be used for more than first person shooters.
Part of the T3D Steering Committee's mandate is to evangelize the engine outside of our own community. These blogs allow me to do just that. I also hope they show our own community what is possible with Torque 3D and give people ideas about entering these new markets with their own games and applications. Whether these are sustainable markets only time will tell. But right now everyone is starting on the same footing.
I like to think that the community here has been helping to mix it up with their own blogs -- they've been doing a great job there. Together we're all developers and contributing to the engine, not just me. My other alternative is to post less but I would prefer to not do that.
- Dave
#11
04/19/2013 (7:25 pm)
The Oculus Rift deserves heavy blogging... virtual reality is finally here and it's a real game-changer!
#12
Am sure its fantastic in the Rift (Am waiting patiently for mine)
04/20/2013 (8:38 am)
Most awesome :)Am sure its fantastic in the Rift (Am waiting patiently for mine)
#13
I checked out the development branch and built my own starter kit demo using the Oculus VR setup in Torque3d but even after creating a record for the .exe in the nvidia control panel and forcing it to go to that graphics card, Torque still looks to the Intel 4000 and dies there.
Is it possible that something needs to change in the engine's init code to grab the nvidia-driver specified card rather than the first card found?
Edit: I got this working by right-clicking the .exe and selecting the Intel 4000 graphics card in the context menu. Neat demo :)
04/20/2013 (7:46 pm)
Thanks for your help looking into this, Dave. I do have a laptop with two graphics cards: an Intel 4000 and GeForce 660m.I checked out the development branch and built my own starter kit demo using the Oculus VR setup in Torque3d but even after creating a record for the .exe in the nvidia control panel and forcing it to go to that graphics card, Torque still looks to the Intel 4000 and dies there.
Is it possible that something needs to change in the engine's init code to grab the nvidia-driver specified card rather than the first card found?
Edit: I got this working by right-clicking the .exe and selecting the Intel 4000 graphics card in the context menu. Neat demo :)
#14
www.youtube.com/playlist?list=FLdNtqpHlU1pCaVy2wlzxHKQ
Very exciting!
- Dave
04/22/2013 (8:53 am)
My video for this project has just been honoured by being put on the Canadian Space Agency's YouTube favourite video list:www.youtube.com/playlist?list=FLdNtqpHlU1pCaVy2wlzxHKQ
Very exciting!
- Dave
#15
04/22/2013 (10:23 am)
!!
#17
01/20/2016 (2:07 am)
Can you share the code source?
#18
01/20/2016 (2:16 am)
I want to use Vr for torque 3d 
Torque Owner Nathan Campbell
Dum Dum Studio