Forum Discussion
sven
13 years agoProtege
Positional tracking calibration
I'm still hopeful regarding the idea of approximating positional tracking for scenarios with limited mobility (e.g. the users sitting on a chair) with the accelerometers inside the rift tracker. I ...
geekmaster
13 years agoProtege
"Tgaud" wrote:
if when moving 30cm you have 1mm error, nothing observable
then, if you play 4hours, you can assume that you'll have moved 3Km, so the 1mm error become a 1meter error.
Except when you know that you are sitting or standing in the same spot (typical WIRED Rift DK usage), you can periodically reset your velocity to zero, and you can subtract your long-term average position to keep you centered in your constrained workspace. You will never travel farther than the reach of your cables. That is what I meant by "constrained" in my previous posts here and at MTBS3D, in which is explain how and why we CAN to useful positional tracking with the existing Rift DK head tracker harware.
Of course, PORTABLE (free walking) applications will requiring adding a GPS to your sensor fusion, but most of us will be sitting on our assets while we play with our Rifts!
And for future portability, I have one of these that I plan to add to my Rift DK sensor fusion code:
http://emerythacks.blogspot.com/2013/01/u-blox-pci-5s-cheap-gps-module-for-your.html
We must remember that the Rift DK is a designed as a gaming (entertainment) device, and not a precision scientific instrument. Within those specifications, I feel that is it more important to provide a FUN experience than to provide an accurate simulation, so I plan to use approximations and hacks and cheats wherever they simplify or speed up my code, especially when they allow me to do cooler things with smaller hardware requirements. And even innacurate postional tracking (with skeletal modelling and gesture recognition support) can greatly enhance our VR despite any objections by people bothered by long term uncompensated drift. I plan to compensate...
:D
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