Name: Matthieu Bucchianeri
Type: User
Bio: Experienced Software Engineer | Xbox | SpaceX | PlayStation | VMware ---
Stuff I worked on: OpenXR, WMR, PlayStation 4, PSVR, Falcon 9, Crew Dragon
Location: Seattle, Washington, United States
Matthieu Bucchianeri's Projects
A helloworld OpenVR program written with DirectX11.
This project allows the use of the Dirt Rally 2 VR eye accomodation fix v2.0 with OpenComposite, the WMR OpenXR runtime and OpenXR Toolkit.
FW1FontWrapper is a font wrapper library for drawing text using Direct3D 11
The official and unmodified Oculus SDK, intended to be pulled in as a submodule.
The official and unmodified NVAPI SDK from NVIDIA, intended to be pulled in as a submodule.
The official and unmodified Codec SDK from NVIDIA, intended to be pulled in as a submodule.
Compatibility layer for OculusXR with Virtual Desktop.
The official and unmodified Omnicept SDK from HP, intended to be pulled in as a submodule.
An OpenXR API layer to add eye tracking support for Quest Pro, HP Reverb G2 Omnicept and more.
An OpenXR runtime wrapper to mask selected instance extensions.
Publicly-maintained information about OpenXR runtimes
This repository contains the source project for a basic OpenXR API layer template that can be customized easily.
OpenXR samples and preview headers for HoloLens and Windows Mixed Reality developers familiar with Visual Studio
Implementation of the OpenXR Overlay extension as a layer
A collection of useful features to customize and improve existing OpenXR applications.
OpenXR API layer to run Vulkan applications with OpenXR runtimes that have support for Direct3D 12.
The official and unmodified NVOF SDK from NVIDIA, intended to be pulled in as a submodule.
Work in progress: an OpenVR overlays compatibility implementation for OpenXR applications.
An desktop overlay system for LibOVR
PimaxXR: an unofficial implementation of the OpenXR standard for Pimax headsets.
An adapter to make Pimax Foveated Rendering ("LibMagic") work on other headsets.
Postal a customizable JavaScript/Dygraph web UI for visualising telemetry.
The official and unmodified Pimax SDK, intended to be pulled in as a submodule.
An OpenXR API layer to emulate quad views and foveated rendering support on many headsets.
Homebrew C++ bindings for Tobii Game Integration SDK.
An OpenXR API layer to inject foveated rendering in apps using quad views.
An OpenXR API layer to bridge the SteamVR Index Controller finger sensing to OpenXR applications running with the Varjo OpenXR runtime.
A demonstration of how any app can use high PPD mode on Varjo when rendering at a high-enough resolution.
The official and unmodified Varjo SDK, intended to be pulled in as a submodule.