πŸ₯½ core-xr


user-d2e36d 01 April, 2018, 14:52:11

Guys, I got a color film developed to use it as an IR pass filter, but the other wavelengths clearly pass through? https://i.imgur.com/xel0q3J.jpg

user-d2e36d 01 April, 2018, 14:55:07

Guys why aren't you advertising your HMD addon as a foveated rendering solution? SMI uses 250Hz tracker cameras but Tobii uses 120Hz and the same 0.5 degree accuracy and 10ms latency. It doesn't appear much better than Pupil and the SDK is not open source. https://www.tobiipro.com/siteassets/tobii-pro/product-descriptions/tobii-pro-vr-integration-product-description.pdf/?v=1.5 It appears Pupil should handle the job well.

user-d2e36d 02 April, 2018, 14:12:45

ok then...

user-f1eba3 03 April, 2018, 08:57:20

is there a raytracing exemple in Hmd Eyes ?

user-f1eba3 03 April, 2018, 08:59:30

Ok found it. Ignore that question

user-f1eba3 03 April, 2018, 09:38:55

Can someone help me properly calibrate pupil ? I think i must change som estuff at the pupil 2d detection settings

user-f1eba3 03 April, 2018, 16:07:35

Where is the communication framerate being specified ?

user-1fd9e1 03 April, 2018, 17:25:10

Looking through source code hmd_calibration.py, line 239-241:

user-1fd9e1 03 April, 2018, 17:26:52

ref_points_3d_unscaled = np.array([d['ref']['mm_pos'] for d in matched_data]) gaze0_dir = [d['pupil']['circle_3d']['normal'] for d in matched_data if '3d' in d['pupil']['method']] gaze1_dir = [d['pupil1']['circle_3d']['normal']for d in matched_data if '3d' in d['pupil']['method']] Line 241 seems to have a typo - should be d['pupil1']['method'] at the end?

user-a23640 04 April, 2018, 11:40:52

Hello we are working with the HTC Vive Pupil Labs implementation in Unity. However, we cannot find an example of how to subscribe to PupilTools after calibration in the same scene. We have tried to do it on start but then Pupil Labs won't write whether the calibration was successful or not. If we do it after calibration pupilTools.OnReceiveData doesn't seem to be called. Does someone know how it should be done? πŸ˜ƒ

user-b4961f 04 April, 2018, 12:14:40

Hi all, I also am trying to use the pupil plugin for unity. after I did a calibration, and the game loaded my scene, I want to record the data using the pupilGazeTracker. when I click 'R', i got the video to record OK, but there is no data in the 'UnityGazeExport.csv'. I tried to look into it, and for some reason, I think the game doesn't go into UpdateGaze at all (confidence of eye tracking is high). can you think of what might be the problem?

user-b4961f 04 April, 2018, 12:15:53

and, can you please tell me in what format is the .Time file in? is the scale there in anyway calibratable to the unity time scale?

user-f1eba3 04 April, 2018, 13:40:10

Has anyone got any Idea where the framerate is being set in hmd eyes unity_pupil_vr thing ?

user-cdabd8 04 April, 2018, 17:13:26

Hello everyone, I wanted to know if it was possible to calibrate my Pupil labs using the Hololens camera as the World Camera?

user-29e10a 09 April, 2018, 15:14:06

Hi, will the Pupil Vive Addon working on the new Vive Pro? http://de.engadget.com/2018/04/09/video-review-htc-vive-pro/

mpk 09 April, 2018, 15:19:35

@user-29e10a we just tested it and yes. It will! πŸ˜ƒ

user-29e10a 09 April, 2018, 15:20:09

@mpk perfect! is there a spare usb connection for the cameras on the hmd, too?

mpk 09 April, 2018, 15:21:54

seems there is a USB -C port. So yes I believe this will work.

mpk 09 April, 2018, 15:22:18

We only tested if the parts fit. (They do.)

user-29e10a 09 April, 2018, 15:22:35

thx

mpk 09 April, 2018, 15:23:23

here a quick video of the assembly: https://www.youtube.com/watch?v=ZRdWlmxBH30

user-f1eba3 09 April, 2018, 16:02:40

For the raycasting part done in Unity which data exactly are you using from The Pupil headset ? If someone can be super specific where are the values being send in the code

user-e04f56 09 April, 2018, 17:37:33

@user-a23640 sorry for the late reply, but let us now try to work through your problem. I would suggest you start with the calibration scene which, after you finished the calibration, load the Empty Scene Unity scene. This is set in the Pupil Manager and can be easily adapted to load your custom scene, instead. If you have a look at the Empty Scene gameobjects, you will find the CalibrationDemo script. All that does is, if a connection to Pupil is established, call PupilGazeTracker.Instance.StartVisualizingGaze ();. That method serves as a good starting point on how to subscribe to the β€œgaze” topic after a successful calibration

user-e04f56 09 April, 2018, 17:39:57

@user-b4961f if UpdateGaze is not called, did you not subscribe to the β€œgaze” topic after the calibration finished? Otherwise, you should be receiving data and UpdateGaze() should be called..

user-fe23df 10 April, 2018, 22:01:01

when I drop the recording in the player for the new 1.16 version, it says the folder is not valid/ not readable. Does anyone have this problem?

user-b91aa6 11 April, 2018, 09:20:11

Question: why pupil lab in VR can compensate slippage? How this process is done?

wrp 11 April, 2018, 10:09:32

@user-fe23df can you share the contents of what is in your recording dir (e.g. ls contents of the dir - or screencap of dir)?

wrp 11 April, 2018, 10:10:42

@user-b91aa6 - short explanation here: https://docs.pupil-labs.com/#pupil-detection

user-f1eba3 11 April, 2018, 14:25:47

Hi guys, does anybody in hmd eyes the public static Vector2 LeftEyePosition Where is it extracted from the dictionary received from pupil

user-f1eba3 11 April, 2018, 14:29:58

?

user-fe23df 13 April, 2018, 01:54:23

@wrp Thanks for the reply. I'm not having access to the tools at the moment, I will send you the screencaps as soon as I'm back.

user-fe23df 13 April, 2018, 01:55:51

Another question: how come it's not possible to run the accuracy test with the HMD? When I press 't' the Capture app says this function is not available when using the HMD

user-fe23df 13 April, 2018, 02:06:33

I realized I had a few copies of the recordings with me, so here goes:

user-fe23df 13 April, 2018, 02:07:43

Chat image

user-fe23df 13 April, 2018, 02:07:54

this is the content of the recording

user-fe23df 13 April, 2018, 02:08:39

it looks really different from the recording content when recorded with the older versions of pupil labs and older versions of the HMD plugin?

user-fe23df 13 April, 2018, 02:08:53

I think this is why there's the "invalid data" message

user-fe23df 13 April, 2018, 02:09:49

Chat image

user-e04f56 14 April, 2018, 11:48:40

@ohooo#9757 the folder you are showing is the one that is generated from the Unity Plugin. There should actually be two new folders for each recording. one containing the recording data from Pupil, the other containing the files visible here, so a video, the GazeExport and a time reference file

user-e04f56 14 April, 2018, 11:53:01

@Chifor Tudor#8163 please read through the chapter titled β€œAccessing Data” in the developer docs (https://github.com/pupil-labs/hmd-eyes/blob/master/Developer.md) to get a better understanding how the gaze information is extracted from the dictionaries received from Pupil

user-aa0833 17 April, 2018, 15:04:25

Hi, I'm using the HTC Vive but I can't get the blink demo or basically any script with ' PupilTools.OnReceiveData += CustomReceiveData;' to work. I added some prints to the blinkDemo code ( see image) but the Debug.Log("Blink detected: rec"); is never reached. What am I doing wrong?

Chat image

user-aa0833 17 April, 2018, 15:06:57

Secondly, I think this function in Pupiltools.cs should have "confidence" hard coded in? - again I might be wrong

Chat image

user-f1eba3 17 April, 2018, 16:23:51

Hi guys, regarding hmd eyes where you set the hit variable for the raytrace

user-f1eba3 17 April, 2018, 16:23:53

Ray ray = sceneCamera.ViewportPointToRay (viewportPoint); RaycastHit hit;

user-f1eba3 17 April, 2018, 16:24:21

what parts of the message from gaze is used to set the Vector3D in viewportPoint

user-c9c7ba 18 April, 2018, 11:16:32

Hello, I want to set my Ray object from camera in direction of gaze... but I am using 3D calibration method... I wanted to do something like:

viewportPoint = PupilData._3D.GazePosition; Ray ray = Camera.main.ViewportPointToRay (viewportPoint);

then I tried this: shootRay.origin = this.transform.positionshootRay.direction = viewportPoint;

user-c9c7ba 18 April, 2018, 11:18:12

*shootRay.origin = this.transform.position shootRay.direction = viewportPoint;

And I dont know, what is the difference between gaze_point and norm_point in 3D calibration?... What should I use?

user-386aeb 18 April, 2018, 23:14:28

We are working on a project that requires getting monocular blink data. Any hints on how we could do that?

user-b91aa6 20 April, 2018, 14:28:35

May I ask that what's the budle adjustment is doing in HMD-eye calibration? What the 3D reference points mean? Thank you very much.

user-006924 20 April, 2018, 14:29:24

Hi Everyone, Do I need to have the holoToolkit while I'm using the eye tracking addon for HoloLens in my unity projects? "Because when I have both I keep getting the error of multiple plugins with the same name"

user-006924 20 April, 2018, 14:31:04

And when I start the pupil capture in the first step should I load and adjust the cameras manually? because mine aren't loaded automatically and whenever I load the eye cameras to check whether they have a good view of the eye or not pupil capture shuts down.

user-006924 20 April, 2018, 14:41:10

And do I need to have the holographic remoting player for steps 8 through 10 of the setup? Because mine doesn't connect with the remote device : (

user-006924 20 April, 2018, 15:13:27

I can't get holographic remoting app since I don't have Windows 10 pro, is there any other way for me to use the pupil labs HoloLens addon?

user-006924 20 April, 2018, 15:33:33

I completed a build with no errors or anything and while I know that the HoloLens I'm using is paired with my computer I can't get connected through the holographic emalution and I keep getting the error "Disconnected with failure reason unreachable" and I can't download the holographic remoting app since I don't have windows 10 pro.

user-f1d099 20 April, 2018, 18:09:02

Hello we are currently using an older version of the Pupil Software and plugin for unity, and am running into a few issues with the project we are currently developing. Before I go into the issues I would like to clarify, that I understand that there is a newer version of both the Pupil software and the plugin, and I will adapt them to the project after we have a stable environment to begin data collection.(Just to have a working iteration before updating the pupil software).

My first question is with the what is being captured in Pupil Capture, one of the camera's images are much darker than the other and I am wondering if that is affecting the gaze data. My Second, being a continuation of the first, is regarding flickering of the "circle" representing the pupil in the capture and methods to fix the issue. My third is regarding the record hotkey not working while in Unity for the Pupil Capture software and whether or not I can fix this, as we need to sync our data to that we are collecting.

user-b91aa6 23 April, 2018, 15:06:38

May I ask that why the budle adjustment is needed in HMD-eye calibration? What the 3D reference points mean, the points in world coordinate system of 3D model? Thank you very much.

user-24270f 24 April, 2018, 01:33:16

will the htc vive binocular add on work with the vive pro? edit search reveals yes, but not available for sale yet?

wrp 24 April, 2018, 01:41:02

Yes it will work. The Vive add on works for both Vive and Vive pro

wrp 24 April, 2018, 01:41:21

It's available and for sale πŸ™‚

user-24270f 24 April, 2018, 02:03:33

what is the 200hz model? something newer?

wrp 24 April, 2018, 02:27:14

@user-24270f 200hz eye cameras are our newest eye cameras. Currently 200hz eye cameras are available only for Pupil headsets and AR add-ons.

user-c68bba 25 April, 2018, 07:51:16

@wrp, Hi, I have a question about 3D calibration accuracy method.

Chat image

user-c68bba 25 April, 2018, 07:52:38

@mpk

Chat image

user-b91aa6 25 April, 2018, 13:23:35

May I ask that why the budle adjustment is needed in HMD-eye calibration? How the 3D reference points mean are computed? Thank you very much.

user-b91aa6 25 April, 2018, 13:24:09

@wrp

user-b91aa6 26 April, 2018, 11:30:41

@paprMay I ask that why the budle adjustment is needed in HMD-eye calibration? How the 3D reference points mean are computed? Thank you very much.

papr 26 April, 2018, 11:36:53

@user-b91aa6 The bundle adjustment is used for 3d mapping. It estimates the geometrical relation between the eye cameras and the scene camera. This relation is used to project 3d pupil vectors into the 3d scene.

End of April archive