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>Quick question for any experts reading this - do Oculus or VIVE use any sort of dead reckoning/movement prediction in their tracking? Also does anyone have any
by aphextron 9y ago
>Quick question for any experts reading this - do Oculus or VIVE use any sort of dead reckoning/movement prediction in their tracking? Also does anyone have any documentation on the APIs for this, or information on how the devices keep track of their latency and calibration information?
Absolutely. Vive uses a combination of IMU based dead reckoning combined with Lighthouse sensors to provide tracking. The dead reckoning is super important for maintaining tracking during sensor occlusion. The API it interfaces with is SteamVR, which is mostly open source, so you can even see how they’re doing it. The new generation Vive Pro will combine this along with stereo camera CV based inside out tracking for even better precision.
- DiThi 9y agoDo you have a source on the stereo cameras of the Vive Pro being used for inside out tracking?
- aphextron 9y agoThis is pure speculation on my part, but it’s the only concievable use for the cameras. They are laid out in the exact same way as the Samsung Odyssey headset which does that. I cant imagine they have solved the compositing issues involved with doing pass through AR yet, although I’d be impressed if that’s the case.
- T-A 9y ago> They are laid out in the exact same way as the Samsung Odyssey headset Look again. The Odyssey's cameras sit below eye level and point down & sideways, which makes sense for tracking: https://www.samsung.com/us/computing/hmd/windows-mixed-reality/xe800zaa-hc1us-xe800zaa-hc1us/ https://www.samsung.com/us/computing/hmd/windows-mixed-reali... The Vive Pro cameras sit at eye level, at average interpupillary distance, and point straight ahead: http://s3.amazonaws.com/digitaltrends-uploads-prod/2018/01/htc-vive-3-2.jpg http://s3.amazonaws.com/digitaltrends-uploads-prod/2018/01/h... That makes most sense for pass-through AR.