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  1. Hi @EniacMlezi Thanks for the work on vcpkg portfile. Since the current release is only 0.x, so we don't consider providing integration with other build systems at the moment. This might change after v1.0 release, and we may consider shipping license in the provided zip as well.
  2. Hi @Tima The new version (including binary and document) are now online. Please have a try.
  3. Hi everyone, Vive Hand Tracking SDK has a new release v0.10.0 today. You can download it from here. Highlight of changes: Update deep learning model Use same binary for android phone and wavevr device Add joint rotation/pinch info/palm position info in result Add skeleton support on Android phone Updated pinch direction calculation (Unreal) Support simulate hand without VR devices in Unreal Editor For detailed changes, please refer to rel
  4. Hi @Tima The new version is still being uploaded. So altough you have seen the new release page, the binary is still 0.9.4. I think it will be uploaded this week. Will let you know when it's completed.
  5. Hi @Tima The new version should be online this week, and contain the changes you mentioned.
  6. Hi @Nikolay Current hand tracking SDK does not work with ARCore. The main problem is that we cannot current get the camera stream while ARCore is running. We are still investigating how to integrate with ARCore, I believe the ARCore API does provide some level of camera access. But we need to integrate it into our existing binary. I cannot promise a target date at the moment, but it's indeed on our roadmap for the future.
  7. @ericvids Thanks for the quick feedback. Indeed the score shouldn't be this high for iGPU. I have added a fix for this and added more logs in case the fix doesn't work. Please help to test this again, thank you. aristo_interface2.zip
  8. Hi @ericvids Thanks for your test. I'm still struggling to find a device to reproduce the bug. It's really nice that you can help to test with a debug dll. I have added more logs to the OpenCL selection part. You just need to replace the dll in Assets\ViveHandTracking\Plugins\x86_64 folder in your Unity project, or <exe_name>_Data\Plugins\ folder in your built player. All logs will be in our log file: %USERPROFILE%\AppData\Local\Aristo\Aristo.log. aristo_interface.zip
  9. Hi @ericvids Update results from some quick checks: After checking codes, the log from Unity Editor seems to be from our binary, not Unity. The OpenCL checking is called before logging is redirected to aristo.log, so it outputs directly to stdout. So unity plugin is indeed using iGPU. I'm still trying to find devices to reproduce this on my side. I'm currently using pre-built sample on a notebook with both Intel iGPU and NVIDIA GPU, but it's indeed selecting NVIDIA GPU. I'll see if I can find more devices to test. Can you please verify if you can observe same behavior in
  10. Hi @ericvids Can you please share your Unity version? I'll try if I can reproduce this on my side.
  11. Hi @ericvids From the output log (first line), the program is indeed using NVIDIA GPU over Intel iGPU. I can also confirm that from the opencl properties, GTX 1050Ti is having much higher score than HD630. I think this problem may not be caused by wrong OpenCL GPU selected. You can check the log file (%USERPROFILE%\AppData\Local\Aristo\Aristo.log) to see if 1050Ti is selected in hand detection. Have you tried to check if GPU of unity.exe (or exe file of build app) is 1050Ti? This can be checked in NVIDIA control panel.
  12. Hi @ericvids Thanks for the details. In Vive Hand Tracking, we do have a system to select the best GPU. In this system, we don't consider OpenCL version (i.e. 1.2 vs 2.x), but use opencl properties to calcuate a computing score and select the GPU with best score. In the score calculation, we favor NVIDIA and AMD GPUs over Intel. So normally Intel GPUs are not selected. Since the program selects Intel GPU on your system, this seems that we still need to change our score system to choose the real GPU. I have uploaded an exe which prints out the fields we use to consider which GPU
  13. Hi @MadisV We will have a try and feedback to you when we have result.
  14. Hi @Tima Let me try to explain this. Please remember is that hand tracking is running at 40-60 fps, so the hand raw data is updated at lower frequency than VR rendering. When working in camera space, you apply current HMD transform to GestureResult every frame. When HMD is moving fastly, GestureResult does not change quite often, this results in virtual hand moves with HMD while hand is staying still in reality. When working in HMD space, the HMD transform is not applied to GestureResult every frame, instead the HMD transform is applied only raw hand position is calculated. Ther
  15. Hi @Tima To solve this problem, please add the following lines to interface_gesture.hpp: struct GestureVector3 { float x, y, z; }; struct GestureQuaternion { float x, y, z, w; }; INTERFACE_GESTURE_EXPORTS void SetCameraTransform(GestureVector3 position, GestureQuaternion rotation); Please call SetCameraTransform function every VR frame (i.e. 90 times per second) to pass the HMD transform to native side. Like GestureResult, position and rotation are in Unity axis. After calling SetCameraTransform function, you no longer need to
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