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Daniel_Y

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Everything posted by Daniel_Y

  1. Here, https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/, is the SRWorks SDK download link. And, here, https://developer.vive.com/resources/knowledgebase/intro-vive-srworks-sdk/, demonstrate some scenarios of what it can do.
  2. Physically they are VGA fisheye cameras. Alternatively, you could apply a filter like these to mitigate quality concern.
  3. When calibration finished, LaunchEyeCalibration() API will return a value. If work properly, It will return ViveSR.Error.WORK; Otherwise, It will return one of ViveSR.Error's error code. If the error is caused by SteamVR, It will return one of ViveSR.anipal.Eye.CalibrationExitCode's error code The IntPtr is not in use now.
  4. Only NVIDIA graphics supported. Maxwell Family such as GTX970, 980 Pascal Family such as GTX1060, 1070, 1080, TitanX Expecting to support Turing Family at the end of June/2019 such as RTX2060, 2070, 2080
  5. Multiplayer Interaction using SRWorks. Video link at
  6. Though StemaVR UI is incorrect, the camera frame rate is keeping run at 60 fps.
  7. Divide threshold determine the scanning qaulity as the below figure. And, the depth range for 3D reconstruction 0.2~3.0 m
  8. You could configure the mesh quality as below as your desire. You could configure the depth case and range as below as your desire.
  9. Several directions FYR. 1. Have HMD closer to scanned objects 2. Have scanned object more textures 3. Configure depth engine via control APIs. For various use scenarios, refer to Sample2_DepthImage.unity, ex: configure the de-noise filter and enable Refinement mode.
  10. This, https://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/, could be a start point.
  11. SRWorks is not compatible with Nvidia Turing and Volta architecture yet. Working on it.
  12. It would be SteamVR UI issue, underlying image streaming runs at 60 fps.
  13. You could refer to that demo example beside example 04 which has a SAVE function shown as the below figure able to save the scanned mesh to a OBJ file.
  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.
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