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Posts posted by Daniel_Y
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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.
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There are some scenarios demoed here, https://www.youtube.com/channel/UCJB908lgXo17rkb21G_qBZQ.
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It is same as Comos but Elite would not work with SRWorks.
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SRWorks Experience demo needs SteamVR, mainly for controller usage.
I did the following steps with Unity 2019.3.1.f1/SRWorks 0.9.0.3 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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Yes, you did.
Here is an illustration may offer clearer explanation, https://math.stackexchange.com/questions/2247039/angles-of-a-known-3d-vector
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You could download SRanipal Runtime and SDK from here, https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/ After install VIVE_SRanipalInstaller_1.1.2.0.msi, you could refer to UE sample enclosed in SRanipal_SDK_1.1.0.1.zip
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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 in calibration process to make user's eyes in correct position, i.e.: make pupil in the center of sensor.
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May know what HMD, Cosmos/Vive Pro, you use? which SRWorks and Unity version?
Does the pre-built demo work?
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Thanks for the feedback. we will check it.
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Has it succeeded before or it always fails?
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You could download SRanipal SDK here, ttps://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/, which encloses Unreal sample.
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Convergence Distance is not supported so convergence_distance_validity returns false, i.e. the value of convergence_distance_mm is not meaningful.
However, CombinedEyeData.eye_data is supported. Generally, could check eye_data_validata_bit_mask to determine if the corresponding data is meaningful at calling time.
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Sorry, the previous description is not clear enough. The vector magnitude of x, y, z is in range [0,1] and with a direction represented in +/-.
Why you use pupil position, typically it is used for positioning HMD.?
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On 2/25/2020 at 1:37 AM, Somnath said:
Can you please explain how are you exactly finding the gaze point from gaze origin and gaze direction as gaze direction is normalized vector. Do we need to unnormalize it, if yes then how shall i do this ?
Are u using Unity? If so, you could take a look at EyeFocusSample enclosed in Unity Plugin
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You may refer to the guide enclosed in Sample Code Project: Experience Demo (Unity Code) for v0.8.0.2 here first, https://developer.vive.com/resources/knowledgebase/download-vive-srworks-sdk-0-8-0-2-demo-unity-code-early-access/, although it is a little out of date. We will update it in the next version soon.
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- The coordinate system is with respect to the system origin as the figure below.
- "normalized" means x, y, z of gaze vector is in the 0~1, i.e. a unit vector in Cartesian coordinate.
- Regarding the normalized pupil position, (0, 0) is the top left of sensor area and (1, 1): is the bottom right of sensor area,
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only sample_7? what SRWorks and Unity version you use?
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Could you provide the logs existing in this folder, $(drive)\Users\$(name)\AppData\LocalLow\HTC Corporation\SR_Logs
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What device you are using?
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Yes, here is download site, https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/
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ViveSR_Sample problem: black screen and white square
in VIVE SRWorks SDK
Posted
What SRWorks/Unity version you use?
What HMD you use, ie. Vive Pro or Cosmos?