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Corvus

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Everything posted by Corvus

  1. @Lhannan Interesting, thanks for sharing your test results! Also, make sure you have recently calibrated ( I find it helps with more accurate facial animation, less twitchy).
  2. 3. Yes, it is possible to show the fixation point on the PC monitor and record it. Recording functionality is not built into the SDK but can be implemented within engine or via 3rd party tools. 4. No, access to the raw eye camera video is not enabled.
  3. @sdfalter @OCH This issue has been identified and solutions are being investigated. There are reports of Unity 2019.3.6 working without the memory leak if downgrading to that version is an available option for your project. Currently Unity 2018.4 LTS + SDK3.1.94 are recommended for best performance and stability.
  4. @Lhannan I believe it works in 4.22 & 4.23 but haven't confirmed. I know that 4.24 & 4.25 require some code changes to work with the eye tracking SDK. Feel free to test 4.22. Make sure you're using the v2 test scene and v2 framework.
  5. Hello @BlueLee, 1. Number of blinking VIVE Eye Tracking SDK can easily measure blinking with the "eye_openness" function. 2. To get the gaze velocity, i need gaze position data. Gaze position data is available via the "gaze_direction_normalized" function. 3. To calculate the video's velocity(to compare with gaze velocity), i need video(or frames) to be decoded. Can you elaborate on the information you require? Please feel free to download the Eye Tracking SDK (SRanipal) and review the documentation for further information. https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/
  6. @Lhannan Okay thanks for reporting this. We will look into Unreal 4.23 + v2 support and follow up with you if we can reproduce the issue.
  7. @Lhannan Are you testing with the v2 framework version? Support for extra blendshapes was added in v2.
  8. @mrk88 For the top figure you refer to, it appears to be measuring the position over time, not the displacement. From the published article: "Vertical eye position (upper panel) ... as a function of time since fixation onset at 0 ms."
  9. @FurryLover69 Yes, you can install an APK created with the Wave VR SDK like you would any android app.
  10. @Asish @shomik 1. To be clear the VR HMD screen refresh rate is not the same as the eye tracking data output frequency. If you're not using the callbacks or multi-threading the eye tracking data will be restricted by the main thread which will generally run at the HMD screen refresh rate. If using the callbacks the eye tracking data will output on average at 120Hz. To be clear, measuring the game frame rate will not reflect the callback frequency. 2. Yes, generally the VR HMD will have a different refresh rate than the monitors. 3. To measure the refresh rate for eye tracking you can record and compare the timestamp data. 4. Yes, on average the eye tracking data is output at 120Hz (120 times per second). If using callbacks the data output will not be limited by the refresh rate/fps of the games main thread.
  11. @Ashish How are you measuring the callback data frequency? If you're using the callback method or a separate thread for 120hz data it will be independent of the Unity FPS.
  12. @OCH We are looking into this issue. It appears to affect all versions of Unity after 2019.2, possibly due to the major changes in Unity XR. If possible use 2019.2 or 2018.4 LTS. When profiling you will notice a memory leak where the VRAM increases in size by about ~100MB /second until it crashes at 1GB VRAM usage.
  13. @mrk88 Can you elaborate on what values you're getting that are wrong?
  14. @wdrake @fayre If anyone is experiencing crashes with Unity and threads feel free to use the callback method in the SDK. The thread crashes may be due to aborting a thread during an eye data update. The callback method has been reliable in my testing. using UnityEngine; using ViveSR.anipal.Eye; using System.Runtime.InteropServices; public class CallbackExample : MonoBehaviour { private EyeData eyeData = new EyeData(); private bool eye_callback_registered = false; private void Update() { if (SRanipal_Eye_Framework.Status != SRanipal_Eye_Framework.FrameworkStatus.WORKING) return; if (SRanipal_Eye_Framework.Instance.EnableEyeDataCallback == true && eye_callback_registered == false) { SRanipal_Eye.WrapperRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye.CallbackBasic)EyeCallback)); eye_callback_registered = true; } else if (SRanipal_Eye_Framework.Instance.EnableEyeDataCallback == false && eye_callback_registered == true) { SRanipal_Eye.WrapperUnRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye.CallbackBasic)EyeCallback)); eye_callback_registered = false; } } private void OnDisable() { Release(); } void OnApplicationQuit() { Release(); } private void Release() { if (eye_callback_registered == true) { SRanipal_Eye.WrapperUnRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye.CallbackBasic)EyeCallback)); eye_callback_registered = false; } } private void EyeCallback(ref EyeData eye_data) { eyeData = eye_data; // do stuff with eyeData.. } }
  15. Open SteamVR "Settings" > "Controllers" Select "MANAGE VIVE TRACKERS" Select desired "Tracker Role"
  16. @jason2 The Wave SDK is required to support Vive Focus.
  17. @h-shirakami See this post for help with android manifests: https://forum.vive.com/topic/6959-wave-android-manifest-guide/
  18. @Yihan At this time it is not possible to customize the calibration process. We appreciate the feedback and will consider it for future updates.
  19. @TimmyVonMoerkel For the Droolon F1 you will need a special driver. We will be sharing setup instructions soon.
  20. @tedw4rd Also, here's some tips you can try: https://www.unity3dtips.com/unity-z-fighting-solutions/ Z-fighting happens because two or more surfaces are at the place with almost the same depth (looking from the camera). The renderer pipeline need to check which surface is near, and which surface is far, but it fails to correctly distinguish this information. Intuitively, there are two easy ways to reduce the z-fighting issue. Separate these surfaces apart. In the demo you shows, the z-fighting issue happens on the text and the board. It’s easy to fix by moving the text forward a little bit, rather than putting it exactly on the board surface. Increase the precision of depth buffer. Increase precision of depth buffer also helps the rendering pipeline to distinguish nearer and further surfaces. https://docs.unity3d.com/ScriptReference/Camera.SetTargetBuffers.html
  21. @tedw4rd This may be a floating point precision error. How far away are the objects that are z-fighting? Can you share a sample scene to reproduce?
  22. @zardosch There is sample code in the "Vive-SRanipal-Unity-Plugin.unitypackage" found in the SDK download. There is a folder called "Sample" included.
  23. @alwyuyang Great to hear you got it working. @DustProductions Can you try a clean reinstall and see if that fixes your calibration issue?
  24. @Sara Please do not duplicate posts. You can find out more about the Pro Eye on the store product page and in the SDK documentation.
  25. @DustProductions Thanks for sharing the logs. @alwyuyang & @Nermeen Have you tried the steps in the troubleshooting post? If you're still having issues please post or PM a SteamVR system report and the eye tracking logs. https://forum.vive.com/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/ SteamVR System Report: In SteamVR, go to the Settings > General, click Create System Report, and click Save to File. Eye Tracking Logs: Right click runtime robot notification icon > click Pack log and Save
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