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Everything posted by Daniel_Y

  1. 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.
  2. @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");
  3. 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?
  4. No if you only need eye gaze information.
  5. 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.
  6. 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(); ....... }
  7. To compare EyeData and EyeData_v2 you could see an extra member, expression_data, which represents more facial expression blendshapes
  8. 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 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
  9. There are sample code supported in C/Unity/Unreal enclosed in SRanipal SDK . Are you able to access it?
  10. 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
  11. Have you tried callback mode, referring to this thread How to get output from the eye-tracker faster than Update in Unity @fayre
  12. At this point, it could not. @Reactant
  13. Have you tried the Focused sample code enclosed in SRanipal's Unity plugin?
  14. Hi, Are you asking about the eye tracking camera or HMD's front camera?
  15. Please try the latest version v0.9.3.0 here, "https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/" which addressed incompatible issue with SteamVR 1.11.
  16. Download the latest version v0.9.3.0 here, https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/ which addressed incompatible issue with SteamVR 1.11.
  17. You can get the texture buffer of camera image in ViveSR_DaulCameraImageCapture.cs There are four textures in our script.(TextureDistoredLeft, TextureDistoredRight, TextureUndistoredLeft, TextureUndistoredRight) And you can find out more detailed information in Vive.Plugin.SR.ViveSR_DualCameraImageCapture.Initial(). The texture buffer can be converted to OpenCV mat.
  18. Unfortunately, SRWorks does not support Vive cosmos Elite.
  19. You could refer to Focus sample enclosed in SDK to know what object you are looking at in VR 3D world from gaze vector.
  20. You could use gaze vector to calculate the velocity vector. FYR, https://stackoverflow.com/questions/9447806/finding-3d-velocity-vector
  21. Could you provide logs in $(Driver)\Users\$(UserName)\AppData\LocalLow\HTC Corporation\SR_Logs?
  22. Have you enabled the front camera successfully like this, https://developer.vive.com/resources/knowledgebase/vive-pro-srworks-sdk-qa/? And, have you installed SRWorks runtime, https://developer.vive.com/resources/knowledgebase/download-vive-srworks-runtime/?
  23. What SRWorks/Unity version you use? What HMD you use, ie. Vive Pro or Cosmos?
  24. There is no direct angle mapping between pupil position in sensor and gaze vector. Pupil position in sensor is mainly used for positioning HMD up/down/left/right and IPD adjustment in calibration process to make user's eyes in correct position, i.e.: make pupil in the center of sensor. Have discussed in another thread.
  25. There are some scenarios demoed here, https://www.youtube.com/channel/UCJB908lgXo17rkb21G_qBZQ.
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