Jump to content
 

Daniel_Y

Employee
  • Content Count

    251
  • Joined

  • Last visited

Community Reputation

17 Good

3 Followers

About Daniel_Y

  • Rank
    Architect

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. timestamp is is generated on the HMD. It would be be reset if to on/off headset.
  2. The eye gaze is from eye to outward, so +Z direction is from eye to outward. Thus you need to rotate the coordinate shown in your figure according to Right-handed system. (0,1) means the gaze vector is normalized to a unit vector.
  3. One of approaches is to detect QR code position in the image and then re-project it to SRWorks’s depth map to know the corresponding distance in the image.
  4. What SRWorks version are you using? Is it v0.9.3.0 or v0.9.0.3? v0.9.0.3 would not work with SteamVR version: 1.12.5. And, please make sure you have admin right to use SRWorks.
  5. @summerlemon 1. It means it is normalized to a unit vector as the figure in right-handed coordinate system to represent your eye gaze direction, not representing to the object's global position. 2. Yes, Pupil_Position is a 2D information to represent pupil position located in the eye-tracking camera sensor. Main purpose is to help you to adjust your HMD wearing in a right position. 3. Not sure exactly how you tested and loge. Head movement does not mean eye gaze movement. 4. To use DecodeBitMask() to check data validity as below. if (DecodeBitMask(eye_data.verbose_data.left.eye_data_validata_bit_mask, ViveSR::anipal::Eye::SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY)) printf("SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY == true\n");
  6. I have tested v0.9.3.0 with SteamVR version: 1.12.5 working. If you run sample application failed, could you Zip these logs under C:\Users\$(user_name)\AppData\LocalLow\HTC Corporation to us?
  7. No if you only need eye gaze information.
  8. The Render Resolution is communicated between Unity and SteamVR. Eye tracking would not change its resolution. Probably you could try to set it in Custom mode instead of Auto to see what happen.
  9. It may look looks like code snippet below. void callback(ViveSR::anipal::Eye::EyeData const &eye_data) { float const *gaze = eye_data.verbose_data.left.gaze_direction_normalized.elem_; printf("[Eye] Gaze: %.2f %.2f %.2f\n", gaze[0], gaze[1], gaze[2]); } int main() { ....... int ret = RegisterEyeDataCallback( callback); while (looping) dosomething(); ....... }
  10. To compare EyeData and EyeData_v2 you could see an extra member, expression_data, which represents more facial expression blendshapes
  11. Which Unity version you use? Just double confirm if you follow the following? I did the following steps with Unity 2019.3.1.f1/SRWorks 0.9.3.0 and it works. Step 1: import Vive-SRWorks-Unity-Plugin.unitypackage Step 2: restart Unity Step 3: Import SteamVR from Unity asset store Step 4: import Vive-SRWorks-Unity-Experience.unitypackage Step 5: open scene Demo.Unity Step 6: Play
  12. There are sample code supported in C/Unity/Unreal enclosed in SRanipal SDK . Are you able to access it?
  13. 1. It is color fisheyed stereo camera in VGA resolution but copped to 612x460 as output 2. You access it via SRWorks SDK 3. It does not support Linux
  14. Have you tried callback mode, referring to this thread How to get output from the eye-tracker faster than Update in Unity @fayre
  15. At this point, it could not. @Reactant
×
×
  • Create New...