🥽 core-xr


user-af87c8 02 September, 2018, 07:33:46

@user-8603f0 (not a pupillabs dev) why do you say it is worse in reality? How do you test it? In the (not independent) sample it's 2.7° vs. 1.5°

user-6997ad 03 September, 2018, 19:53:59

Anyone using Steam plugin for controller + pupil tracking w/ Vive/Vive addon?

user-29e10a 04 September, 2018, 08:20:29

@user-6997ad du you mean the steamvr camera object in unity? yes

user-4b5226 04 September, 2018, 18:13:23

Has anyone answered which angle the Pupil circuitry needs to be placed in an oculus GO to [email removed] ?

user-4b5226 04 September, 2018, 18:13:40

Also, does the distance of the Pupils matter when placed within a VR hmd ? Or does the calibration take that into account & adjust accordingly ?

user-6997ad 04 September, 2018, 20:19:04

@user-29e10a yes! We're having issues (see comment on 8/24 above). To which object in the steamVR camera rig are you setting currentCamera? I suspect that's our issue.

user-ef4737 06 September, 2018, 11:25:20

Would be also interested in wa working setup with steamvr -.-

user-ef4737 06 September, 2018, 11:36:48

Also the marketplace demo seems to be broken. It says calibration successful but it doesnt show gazes or the laser pointer

user-29e10a 06 September, 2018, 15:22:59

@user-6997ad I'm sorry I cannot help, we don't use gaze markers in our setup (and no calibration at all)

user-29e10a 06 September, 2018, 15:23:11

but it should be the camera (eye)

user-8603f0 06 September, 2018, 19:57:08

@user-af87c8 I test it by looking at the extremes of all directions(top, right, down, left). I don't understand how 2.7° Angular accuracy gives better results than 1.5°(like the gaze visualization marker moves in the direction of my gaze)

user-ed036b 06 September, 2018, 21:03:37

Using Pupil Labs Vive Add-on with HTC Vive Pro, I am not able to achieve consistency in calibration accuracy. I've adjusted Inter Pupillary Distance(IPD) and lens to eye distance. I could always see both the eyes in focus. The calibration is good sometimes and bad otherwise. I am not able to get the sweet spot at all times. This makes it difficult to perform my experiments with other people as I am not sure if the calibration will work properly. Anyone else experienced similar problems? Are you able to successfully calibrate every single time?

user-24270f 07 September, 2018, 03:50:40

so i plug my htc-vive addon set into my phone, download the android app, and when it is all plugged in it does not detect any cameras. whats the way to fix this?

user-24270f 07 September, 2018, 03:50:45

latest versions

user-af87c8 07 September, 2018, 09:37:25

@user-8603f0 I still don't understand what you are doing, sorry. So you calibrate with the 2D algorithm and it gives you once 2.7° accuracy (which is kind of bad), and once 1.5° (which is to be expected). But now you move your eyes to the top/right/left/bottom and observe that the 2.7° is actually doing bette rhere? Could it be that you move outside of the calibrated range?

user-d3a1b6 07 September, 2018, 14:22:44

In 👁 core @papr wrote: Depth estimation can be very noisy and is not accurate for distances further than 1.5 meters. It works best in the range of 0.5-1.0 meters. The estimation is based on vergence. Using the hololens and 3d calibration I'd like to detect when the user is gazing at a point between 0.5 and 1m away and trigger events in the AR application based on that. However, I'd only like to do this if I can be reasonably confident that the user's eyes have focused at that depth. Is there a confidence measure associated with the depth estimate that I can access within the code?

user-945479 07 September, 2018, 18:19:15

Hi all,

I've been building an experiment using a Vive and Unity, and the Pupil Labs eyetracking insertables. Everything is going great, except for one small, but IMPORTANT problem. Once I finish the Calibration scene, and it loads my experiment scene, the Lighting is off and my experiment world is much darker than it is if I just load the experiment scene on its own.

I've played around with the Lighting Settings as per some of the googling I've done, but no changes in the settings that I've found seems to be fixing this problem. Has anyone else experienced this issue? Some people online have said that the Lighting settings from the first scene will be carried over to the next ones. But, even when I set the settings in the Calibration scene to be the same as what the Experiment scene are, the problem persists.

Any help at all with this would be met with a huge level of appreciation.

Cheers,

user-945479 07 September, 2018, 19:31:08

UPDATE: I solved this. If anyone has issues with it I can walk you through it.

user-e641be 08 September, 2018, 11:45:25

New to this forum. Has anyone used VR glasses to allow a person who only has control over their eyes (disabled) to select from a VR displayed menu. Has to work where eye movement will be subject to some fluctuations. Would like to know about SDK for a development project.

user-129f81 09 September, 2018, 08:17:14

Hi, i'm trying to make a simple eye tracking project in unreal engine 4 with HTC vive. I want my game to show gaze position with red dot. Can someone give me some hint on how to do this? I know how to get gaze datum from the socket but i am unsure "WHICH" specific data do I need to achieve this. How can i translate gaze datum into the coordinate that unreal engine understand?

user-8408ae 11 September, 2018, 16:59:06

Hi all, I just recently bought the PL tracker for vive, I'm able to get the demo running but the calibration is horrible. No matter how I adjust the settings or cameras I keep getting bad tracking for one of the eyes (whichever causes calibration dot to turn pink). Any suggestions?

user-ed036b 11 September, 2018, 19:51:18

@user-8408ae I have a similar problem as yours. And I doubt if it is due to the limitation of the hardware. Unlike your case, I have a few sweet spots where the calibration is fine, I would say even perfect!. But the problem is I can't achieve consistency. I can't get to that sweet spot every single time. That's what frustrates me. I can suggest a few adjustments that could make it slightly better and close to the ideal case. Keep the lens to eye distance as minimum as possible so that the lens are very close to the eyes. Measure your true IPD(Inter pupillary distance) and set that to vive. I feel setting IPD properly increases accuracy a lot. Use the 'Display Eye images' feature in the unity plugin during calibration to make sure the eyes come into focus. All this should increase the accuracy. But there's the stability problem. I have to make so many adjustments to make the calibration good, only to lose it in the next try. And I have to start all over again. Anyone here had similar problems and solved it?

user-e711e0 12 September, 2018, 14:29:54

Hi I am using HTC vive. i am new to this. i just wanted to get the HMD screen output on to the world camera window. how can i do that. any pointers please

user-f8df56 14 September, 2018, 15:20:14

Hi, I'm using pupil capture 1.3.9 for my Unity project and when I calibrate I get calibration.successful while i calibrate with my eyes closed. Is this done on purpose?

user-43b918 18 September, 2018, 17:21:13

Hi all, I'm trying to figure out how to find how the eye tracking data is being brought into unity and assigned to the gaze vector. Does anyone know what script this is being done in?

user-f1d099 18 September, 2018, 19:06:27

Hello, I'm having a similar issue to that of @user-ef4737 . After calibration the gazes and laser pointer are not being properly displayed, while inspecting the scene view I am able to find them in a location away from the main gaze of the camera. Is there a simple fix for this? Thank you. I am using a HTC Vive Pro, if that's important.

user-9d45c9 19 September, 2018, 15:11:40

Hi all. I have a problem: the calibration (2D or 3D) does not show in the headset (HTC Vive Pro - shows only default scene), however it shows on computer. It happens after I edited the Unity project (I added SteamVR and VRTK assets and I edited the market scene a bit). The calibration works for pure, unedited Unity Project, but does not work in mine (I did not change anything in the calibration scene). Has anyone encountered something like this? One more thing - after the calibration it jumps to the Market scene as it should, so there is connection to the headset.

Chat image

user-b26f2c 21 September, 2018, 03:50:07

Hello, I'm looking at getting the Pupil Labs Vive Add-on. I was wondering how well does it work with prescription glasses?

user-9d45c9 21 September, 2018, 07:23:13

Although I am not wearing glasses myself I am sure that one of the posts stated that it does not work with glasses because of the light reflections. However, it should work with contact lenses.

user-b26f2c 21 September, 2018, 14:19:32

@user-9d45c9 Thanks!

user-a6a5f2 26 September, 2018, 21:28:46

@user-b26f2c PL is able to track the pupil even through prescription glasses. The bigger problem - for any eye tracker - is that the lens refraction means the measured location is not the actual location. This discrepancy between reported and actual position is worse the stronger the prescription, as you might expect. If you look at Tobii's wearable headtracker, they solve this problem by embedding a prescription lens on on the outside of their wearable. Pupil also advises - for their wearable tracker - to try to position the camera so it looks underneath the lense. Of course, this is not feasible in a Vive. Maybe if you can ask each person their prescription strength, you can perhaps approximately null out the error in software? This would probably be trickiest for transition bifocals. https://www.tobiipro.com/product-listing/prescription-lenses/.

user-8a8051 27 September, 2018, 05:11:07

Hi All, can anyone tell me if there is a particular version of Unity3D that is best for importing the hmd-eyes package or should i try to keep up to date with the most recent version?

user-9d45c9 27 September, 2018, 07:42:21

I am using Unity 2017.3.1f1 and the demos are working (although they did not in the beggining - I needed to download some additional drivers and change part of their code). I also managed to get it to work with SteamVR, but as soon as I import the VRTK asset to this project the calibration stops working. Did anyone get it to work with VRTK?

user-d3a1b6 28 September, 2018, 18:56:23

anyone else have the parameters of pupil capture get reset after connecting to pupil using the hololens demo app? I'm building a project off of the demo and it's a pain to have to manually reconfigure all the settings (eye camera resolution, exposure, flipped camera view, hololens relay, pupil intensity range, max pupil size, etc...) every time I use the hololens app.

End of September archive