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Posts posted by Daniel_Y
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On 8/4/2020 at 3:46 PM, nini613 said:
@Corvus Thank you very much for the replying!!
But I still have a few questions want to know:
1. I've noticed this figure(VIVE PTO EYE: use the "Right-handed coordinate system"), I guess it means that if the user is looking at the right, the x axis of right/left gaze direction would be +. I tested the results as the figure, if I didn't moved my head, looked at the right, but the x axis of gaze_direction was negative value, what does the (0,1)value and negative/positive value mean? how to interpret it?
2. Does the the figure of coordinate mean relative position with the HMD? How to interpret the coordinates of gaze_direction if user turn his/her way left/right?
3. Although I know that Gaze_Origin means the starting point of Gaze_Direction, I still don't know how to interpret the value, what does the (0,1)value and negative/positive value mean?
4. I know that the CombinedEyeData Struct is not supported yet, Is the Combine Origin equal to "eye_data.verbose_data.combined.eye_data.gaze_origin_mm.elem_;"? What does the (0,1)value and negative/positive value mean?
Thank you very much for helping me, I am looking forward to your reply.
- 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.
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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.
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On 6/8/2020 at 2:44 PM, Dana said:
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.
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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"); -
12 hours ago, Dana said:
Get the same crash as above both when running the sample application and play from unity.
SteamVR version: 1.12.5 (this is a Beta or official release) Is there a way to downgrade to 1.11?
Unity: 2019.3.15
HTC Vive Pro
Latest SRWorks SDK
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?
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No if you only need eye gaze information.
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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.
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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();.......
}
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To compare EyeData and EyeData_v2 you could see an extra member, expression_data, which represents more facial expression blendshapes
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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
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57 minutes ago, zardosch said:
Thank you very much for your reply!
I'm coming from none-computer science background; Could you please send me a code snippet or give me a hint how can I extract the gaze_direction_normalized value.
Thanks in advance!
There are sample code supported in C/Unity/Unreal enclosed in SRanipal SDK . Are you able to access it?
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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
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On 5/15/2020 at 9:27 PM, fayre said:
I am currently having the same issue. Verbose data seems to be only collectable in the main thread and therefore in the update function. And that's not the stated 120Hz... hoping to find a solution for this though
Have you tried callback mode, referring to this thread How to get output from the eye-tracker faster than Update in Unity
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Have you tried the Focused sample code enclosed in SRanipal's Unity plugin?
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Hi,
Are you asking about the eye tracking camera or HMD's front camera?
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9 minutes ago, im_psk said:
@uantwerpenFTI @Daniel_Y @mbaat Did anyone manage to get it working? I tried with three different vive pro eyes, two similar spec PC's, and different windows 10 operating systems. It has to be a sr runtime or steamVR issue
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.
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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.
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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.
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On 5/16/2020 at 6:56 AM, watswat5 said:
Hi,
I'm trying to develop some AR apps for my cosmos elite. The SRWorks Unity example isn't working correctly (black screen with white rectangle) but also isn't throwing any errors.
I also cannot enable my camera in the Vive console. The "Camera" option is greyed out. Does this mean that I can't access any of the 4 cameras on my Cosmos Elite?
SRWorks v0.9.0.3
SteamVR v1.12.3 beta
Unfortunately, SRWorks does not support Vive cosmos Elite.
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13 hours ago, mrk88 said:
Thanks, but my question is how to calculate gaze position from gaze direction vector.
For velocity calculation I need to have start and end gaze position.
You could refer to Focus sample enclosed in SDK to know what object you are looking at in VR 3D world from gaze vector.
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You could use gaze vector to calculate the velocity vector. FYR, https://stackoverflow.com/questions/9447806/finding-3d-velocity-vector
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Could you provide logs in $(Driver)\Users\$(UserName)\AppData\LocalLow\HTC Corporation\SR_Logs?
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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/?
Questions about the figure
in VIVE Eye and Facial Tracking SDK
Posted
timestamp is is generated on the HMD. It would be be reset if to on/off headset.