Oculus DK2: Augmented Reality project
Hello Oculus dev community!
I've been lurking these forums for some time now and finally got to point where I'm able to "contribute" some questions by myself.
I'm currently working on a project which is all about using the DK2 for an augmented reality application. For this, I am using a DK2 with an OVRVision in front, and a third party electromagnetic tracking solution for objects. The connecting framework is Unity 5.
Th idea consists mainly of having the DK2 camera on a fixed position relative to the second tracker and using this to sync those two coordinate systems. We're then placing objects, which are 1:1 virtual representations of the to be tracked physical objects, in front of the OVRVision camera feed textures to achieve a projection like effect where the real object gets overlapped by the virtual one.
The project is quite young and currently we are still in a heavy prototyping phase. Being new to all this VR stuff, there are some questions that came up during our tests where I thought it would be a good idea to have them answered before we advance some more.
1. How secure is the absolute tracking point the camera uses to determine the position of the HMD? We are noticing that the measured position of the HMD tends to drift upwards during runtime which persists even after re-running the simulation. Only after completely restarting the service the offset gets reset. Somebody else also got that problem?
2. Where exactly is the point on the HMD which gets measured by the positional tracking and is it also the pivotal point for the orientation? After taking a look into the code I understand that we get a pose for each eye. Where are these virtual eyes exactly on the HMD?
--OVRVision related--
3. I'm still looking for a way to measure how "good" a calibration is. Somebody got any tips?
I tried searching the forums for augmented reality based OVR projects but didn't get lucky. If somebody got some more resources or could lead the way it would be really appreciated!
Thanks in advance guys!
I've been lurking these forums for some time now and finally got to point where I'm able to "contribute" some questions by myself.
I'm currently working on a project which is all about using the DK2 for an augmented reality application. For this, I am using a DK2 with an OVRVision in front, and a third party electromagnetic tracking solution for objects. The connecting framework is Unity 5.
Th idea consists mainly of having the DK2 camera on a fixed position relative to the second tracker and using this to sync those two coordinate systems. We're then placing objects, which are 1:1 virtual representations of the to be tracked physical objects, in front of the OVRVision camera feed textures to achieve a projection like effect where the real object gets overlapped by the virtual one.
The project is quite young and currently we are still in a heavy prototyping phase. Being new to all this VR stuff, there are some questions that came up during our tests where I thought it would be a good idea to have them answered before we advance some more.
1. How secure is the absolute tracking point the camera uses to determine the position of the HMD? We are noticing that the measured position of the HMD tends to drift upwards during runtime which persists even after re-running the simulation. Only after completely restarting the service the offset gets reset. Somebody else also got that problem?
2. Where exactly is the point on the HMD which gets measured by the positional tracking and is it also the pivotal point for the orientation? After taking a look into the code I understand that we get a pose for each eye. Where are these virtual eyes exactly on the HMD?
--OVRVision related--
3. I'm still looking for a way to measure how "good" a calibration is. Somebody got any tips?
I tried searching the forums for augmented reality based OVR projects but didn't get lucky. If somebody got some more resources or could lead the way it would be really appreciated!
Thanks in advance guys!
