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Pebbles Interfaces joins Oculus

Alloc
Honored Guest
We’re excited to announce that we’ve entered into an agreement to acquire Pebbles Interfaces -- one of the leading teams in depth sensing technology and computer vision! Learn more about Pebbles Interfaces:

https://www.oculus.com/en-us/blog/pebbl ... ns-oculus/
15 REPLIES 15

Calanar
Honored Guest
"danknugz" wrote:
From what I understand, lighthouse/VIve is potentially capable of something like that.


Not without active trackers. Remember it is a powered receiver of the laser signal. So whatever is intercepting the signal will require a connection to the computer. If I am wrong please tell me how? I don't see how lighthouse can do this for a basic object without a receiver and a connection to the computer.
Michael Tenery, Software, RPG and Game Developer. Imagine Role Playing: http://www.role-playing.com

danknugz
Superstar
That would be the case with dynamic tracking of objects that have the potential to move. What I'm talking about is stationary objects in your VR room. We know that lighthouse already has a feature which brings up a grid in the headset if you're about the walk into a wall. I think this is a simple laser scan of the room so it knows where the walls are. This is just a step further, in that it would see other objects in the room not as walls but as other physical surfaces that could then be mapped into VR space and treated differently (not with a grid coming up, but presented as a texture mapped polygonal object)

this video shows kinect using similar, it's 3 years old but is basically the same idea. the objects scanned have no trackers.


A: Because it messes up the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on forums?

danknugz
Superstar
I just did some more reading and it turns out (unbeknownst to me) that the lighthouse units arent actually cameras capable or receiving anything back - it's the HMD and the controllers that report back to the PC. Thats why they're referred to as "dumb" units apparently. So I'm not sure exactly how the walls of the room are calculated and show up as a grid within the HMD.

Another thing I read is that the lighthouse units are programmable with other modes of operation. But I doubt that kinect-like functionality is one of them.
A: Because it messes up the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on forums?

Calanar
Honored Guest
That's unfortunate. Thank you for looking into it though.
Michael Tenery, Software, RPG and Game Developer. Imagine Role Playing: http://www.role-playing.com

VizionVR
Rising Star
"danknugz" wrote:
I just did some more reading and it turns out (unbeknownst to me) that the lighthouse units arent actually cameras capable or receiving anything back - it's the HMD and the controllers that report back to the PC. Thats why they're referred to as "dumb" units apparently. So I'm not sure exactly how the walls of the room are calculated and show up as a grid within the HMD.

The room is first mapped out using the Vive controllers. You can map walls and furniture that will show up in game when you near them.

"danknugz" wrote:
Another thing I read is that the lighthouse units are programmable with other modes of operation. But I doubt that kinect-like functionality is one of them.

The Lighthouse base stations need to synch to each other. AFAIK, all programmable options are synch related. You can program various pulse options.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

VizionVR
Rising Star
Also, I should mention that Oculus has already acquired Surreal Vision to handle room scanning. One of whom is Richard Newcombe, the inventor of KinectFusion.
https://www.oculus.com/en-us/blog/annou ... al-vision/

There was a video of the technology in use but I can't seem to find it right now. It showed great potential.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.