4/1/2024 0 Comments Playspace mover fake trackers![]() cables running to digitizer and fpga strapped to the back. Receivers on each wrist, ellbow, shoulder, hip, knees, ankles. The implications are amazing!īecause I'd be most excited about following crazyhead setup: It has similar properties to optical installments but wouldn't require dozens of cameras for coverage and would also allow the use of props and obstacles without occlusion problems. Correct me if I'm wrong but since time of flight is negligible here, you can retain that accuracy at pretty much any practical distance right? So your range is only limited by your transmit power and you could achieve that 1 or 2 millimeter accuracy at 10 feet or 100 feet or 1000 feet? If so this would be incredible for something like VR laser tag type installments. I had to spend a few days throwing together my own IMU to be able to make the recording.Ĭool. I had another IMU, the ArduIMU from Sparkfun, in there when I went to record the demo and found it spitting out garbage data. My IMU is really neglected as I didn't even have the rotation data filtered for the video which might be noticeable if you look for it. I need to add more transmitters to fully cover my garage and test the coverage. I've still only tested the range out to about 10-15 feet. I am aiming for 60 Hz in the final system. ![]() It's not optimized so the actual update rate is only around 20 Hz. The system is actually only using data from 3 of the transmitters right now, and combining data from the fourth will also increase precision. The resolution will only get better as I add more transmitters. It's not calibrated though so it's not 1 to 1 precision yet. If you look at the console output, you can get an idea of the noise of the system. It's less than a tenth of an inch in accuracy from eye balling the data. I'm not sure a head-neck model would be enough to handle this.Īlso motion parallax is an important depth cue, it's more effective than stereopsis for scenes farther than 10m, so it should add to the immersiveness. Like when you are on a cliff and you look down (Virtual Pit), you sneak around a corner (any military FPS game), in a cockpit situation (Hawken), or when you dodge something, often by reflex (fire balls in Doom 3). In real life using motion parallax by moving your head is often helpful, I guess it should be the same in VR. I was recently in a situation (that I am not allowed to describe) where I had the most intense urge to lean forward and it was really frustrating and immersion-breaking that I could not.I guess there can be quite a lot of situations like this (undisclosed) one. Brantlew wrote:A lack of positional tracking bothers me more as a missing feature in certain situations.
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