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erictg's avatar
erictg
Honored Guest
13 years ago

Passthrough vision

I haven't looked at the entire site, but are they going to add 1 or 2 video cameras to the outside of the Oculus Rift to act as a passthrough for regular vision? Perhaps toggled by an external button on the Rift itself, or a mouse or keyboard key?

4 Replies

  • So far, its ¨probable¨
    But nothing confirmed, except for the old salespitch images.
  • erictg's avatar
    erictg
    Honored Guest
    They could also make a PiP module to go along with a full screen passthrough.

    This would be good for people that want to look at documents, books, maps, a screen with the internet... Whatever.
  • rmcgill's avatar
    rmcgill
    Honored Guest
    I'm looking for similar functionality. I've been interested in Sixth Sense Technology demonstrated by Pranav Mistry for some time now. The basic idea being to project elements from digital world into the physical world. However I wasn't a huge fan of the pocket projector since there are limitations in regards to it's ability to pivot and also that there would be no privacy for the user.

    The next best compromise would be to use VR glasses combined with a depth camera of some kind similar to the Kinect. The benefit being that you can process the frames prior to reaching the users eyes. Using a camera that can measure depth you can then render "Virtual Projections" and orient them accordingly. It won't be as fashionable as Google Glass, but it will be more functional and I expect the technology will get smaller over time. Unlike a physical projector it would use less power and be private to users eyes only.

    Basically I'd like a revision of this product with the HD screen, combined with the depth camera component. There are real enterprise uses for this outside of the gaming industry.
  • How about using an outward facing camera to selectively display physical objects into the virtual world? You could imagine a series of "VR Props" that are physical objects with distinct size weight and textures. They would also have bar codes, or QR Codes that the VR software would recognize and render into the virtual world as the object the user/player manipulates. Registration marks would help align the position and orientation of the object. As the user grabs the object in real life, the virtual object is manipulated, but the user has the feeling of touching and interacting with an object in his/her hands.

    A few example use cases could be:

    - A "virtual sword" that has the weight and balance characteristics of a real sword, but no blade (only a hilt -- no need to cut up the real world)
    - A similar "virtual gun" with force feedback (already being worked on, but with the QR integration, a single VR prop can be transmogrified into a variety of weaponry)
    - Virtual Chairs. A user needs to sit in a cockpit or at a table, and a real world chair is positioned with the QR and registration codes to guide the user where to sit.
    - A virtual door knob...basically a real know on a hinge that could be opened and closed to activate doors in the virtual world. It probably wouldn't even need to have the right open/close radius to be convincing?
    - And a general series of "ghost images" on real-world objects to guide a VR user through physical objects in their room to help them use the objects they need to and avoid objects they should avoid.