3 ms·
Reverse-engineering how the Oculus Rift DK2′s tracking system works (2014)
- aaronsnoswell 11y agoPart 1 of an ongoing 4-part write-up. In part four he has released an alpha preview of his open source Oculus and VR framework; see http://github.com/Doc-Ok/OpticalTracking http://github.com/Doc-Ok/OpticalTracking. tl;dr; The Oculus positional tracker system uses 40 IR LEDs, each with a 10-bit cyclic code of bright or dim flashes. The tracker camera is synced to the headset and can identify each LED using these codes, elegantly simplifying the job of recovering the 3D position of the headset (the 'Perspective-n-Point' problem in Computer Vision). This gives very good absolute position and orientation tracking, however degrades when only coplanar LEDs are visible. This can be overcome by fusing the IMU data from the Oculus, which will be the contents of part four when it is written up. This man (Oliver Kreylos) seems to do a great job of explaining computer vision problems. I really enjoyed reading these posts, and others on his blog. He's is very well qualified to write about these topics, as well (see his bio here: http://doc-ok.org/?page_id=6 http://doc-ok.org/?page_id=6 - he has been researching in this area for years).
- TrevorJ 11y agoInteresting. I think Valve's solution is probably the most elegant one I've seen so far: http://www.hizook.com/blog/2015/05/17/valves-lighthouse-tracking-system-may-be-big-news-robotics http://www.hizook.com/blog/2015/05/17/valves-lighthouse-trac...
- telepheron 11y agoWhich is a copy of the at least 50 year old head tracking system used in the AH-64A (and probably other aircraft).