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Daniel_Y

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Everything posted by Daniel_Y

  1. Refer to this thread, http://community.viveport.com/t5/Vive-SRWorks-SDK/How-do-I-integrate-SRWorks-SDK-to-another-OpenVR-projects/gpm-p/19927#M181, and try that enclosed quick fix v0.7.5.1.zip.
  2. Which SRWorks version are you using? Supposing v0.7.5.0 could fix your issue. BTW, you could join the dedicated SRWorks forum in here, https://community.viveport.com/?_ga=2.243559745.598104857.1530588478-1489187922.1528193928, in there discussed similar phenomenon like yours.
  3. Which SRWorks version you are using?
  4. To try the latest v0.7.5.0, these 2 files are removed.
  5. There are interfaces to access front cameras.
  6. What would be your use scenario? Donot you expect to use VR function?
  7. Are you using OpenGL in your existing code? Seems SRWorks having conflict with other GL initialization due to it works with hellovr_dx12 sample in OpenVR SDK but failed with hellovr_opengl sample.
  8. There is a SRWorks v0.7.5.0 version released recently at https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/. It fixes some issues so suggest you to use it first. And, please check again on your desktop, open the settings page of SteamVR and navigate to the “Camera” tab. Select “Test Camera Rate” which will activate the Pro’s cameras and verify connectivity and functionality. If your configuration is compatible, you will see 3 green checkmarks as the attached picture.
  9. According to my test, it is about 50~100ms. It only needs when run with "Start Debugging" mode in VS2015 but no need if run at "Start Without Debugging" mode. Please try to add the code snippet marked in RED below for key 'g' to see if it works. ------------------------------------------------------------------ char *data_all = (char*)malloc(size); while (1) //added { //added if (data_all) { ViveSR_GetMultiData(sr_module_id[1], (void*)data_all, mask, size); memcpy(gc_raw_undistorted_data_l, data_all, sizeof(char)* frame_width * frame_height * frame_channel); data_shift += sizeof(char)* frame_width * frame_height * frame_channel; memcpy(gc_raw_undistorted_data_r, data_all + data_shift, sizeof(char)* frame_width * frame_height * frame_channel); data_shift += sizeof(char)* frame_width * frame_height * frame_channel; memcpy(&FrameSeq, data_all + data_shift, sizeof(unsigned int)); data_shift += sizeof(unsigned int); memcpy(&TimeStp, data_all + data_shift, sizeof(unsigned int)); data_shift += sizeof(unsigned int); memcpy(sr_pose_l, data_all + data_shift, sizeof(float) * 16); data_shift += sizeof(float) * 16; memcpy(sr_pose_r, data_all + data_shift, sizeof(float) * 16); } fprintf(stderr, "FrameSeq : %ud, TimeStp : %ud, pose %f, %f\n", FrameSeq, TimeStp, sr_pose_l[12], sr_pose_r[12]); cv::Mat _undistort_l = cv::Mat(UNDISTORTED_IMAGE_H, UNDISTORTED_IMAGE_W, CV_8UC3, gptr_undistorted_l).clone(); cv::Mat _undistort_r = cv::Mat(UNDISTORTED_IMAGE_H, UNDISTORTED_IMAGE_W, CV_8UC3, gptr_undistorted_r).clone(); cv::cvtColor(_undistort_l, _undistort_l, CV_RGB2BGR); cv::cvtColor(_undistort_r, _undistort_r, CV_RGB2BGR); cv::imshow("ViveSR_GetDataMulti_L", _undistort_l); cv::imshow("ViveSR_GetDataMulti_R", _undistort_r); cv::waitKey(1); data_shift = 0; //added } //added free(data_all);
  10. Seems there is a timing issue. A workaround now is to add some delay before ViveSR_GetMultiData() at first time call. In the sample after pressed 'g', it will popup 2 windows showing undistroted righ and left images, respectively.
  11. Currently, you could get the image pose reltive to light-house coordiate. Thus, you could do a coordinate transformation from the object pose relative to the image to light-house coordiate.
  12. Seems your configuration file is corrupt. Backup the file C:\Program Files (x86)\Steam\config\lighthouse\LHR-1C3D4BB0\config.json first and remove it. Then, try the following steps to manually generate the configuration file again. 1. Go to the folder “C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\lighthouse\bin\win64” and execute the command “lighthouse_console.exe downloadconfig config.json” 2. Copy the generated config.json to “C:\Program Files (x86)\Steam\config\lighthouse\LHR-1C3D4BB0\” 3. is SRWorks working now?
  13. Coud you please send back the log file "SRWorks.log" next to Assets folder in Unity project?
  14. Sure, occlusion is one of major functions we are implementing like the video1 at 35s and video2 at 2:34s where the virtual objects on floor are occluded by the front real funiture. Interact with environment: https://drive.google.com/open?id=16b5wWHAaVXwZ2slJK_zEmXIKSrAY24xr A portal for the player passing through between the real and virtual world: https://drive.google.com/open?id=1Fl_VY-41fThn02083iA5yEwRe-Z2bqpG Regarding occlusion by the moving object like hand you mentioned, it could be achieved by our dynamic mesh creation function though further improvements still under way.
  15. The following videos could give you a quick preview of SRWorks functionality up to date. Visual effects: https://drive.google.com/open?id=12oYdtjc5Iz-OzcuwVJAYcAcC1AXhpHCQ Spatial mapping: https://drive.google.com/open?id=1mH4zn_S80ysTpvMheU8BuzuDPrseNONf Interact with environment: https://drive.google.com/open?id=16b5wWHAaVXwZ2slJK_zEmXIKSrAY24xr A portal for the player passing through between the real and virtual world: https://drive.google.com/open?id=1Fl_VY-41fThn02083iA5yEwRe-Z2bqpG
  16. Fixed-focus may be a different design philosophy from AF which brings max. range of objects into an "acceptable" focus, referring to Fixed-focus lens.
  17. The camera itself is fixed-focus, so actually it is not doing auto-focus.
  18. After you have imported SR Experience package included in v0.6.0.0 SDK under Unity\Experience\Vive-SRWorks-0.6.0.0-Unity-Experience.unitypackage, there is a sample scene Scenes\Sample3_DynamicMesh.unity which uses the depth frame to create the mesh on the fly. The current depth's limitation of nearest distance is 30 cm. Next, it will provide a hand mode which supports nearest distance to 15 cm.
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