would being able to visualize fixations on the hololens (using the pupil labs online fixation detection plugin) require modifying the hololens relay plugin code?
HI all
I've just testing the hardware and gotten into the Calibration stage
Calibration is always failing and the Capture is always crashing
anyone have any idea why this is happening? I'm running this on a Vive Pro, Windows 10, GTX 1070
Hi friends, my colleague and I are attempting to get these eye trackers up and running with our HTC Vive Pro. We have been able to achieve "calibration successful" numerous times and enter the proceeding scene, and have played around with adjusting the ROI and other thresholds. Once in the scene the 'm' button works to toggle the color, however the 'l' and 'g' buttons do not toggle visualizations. I have two questions - Has anybody gotten these visualizations to work? - And is there another way to really measure the quality of our calibration other than the "calibration successful" scene entry? We see the orange lines around the world view following calibration and believe this could have something to do with that... help appreciated (:
@mpk ^ (:
Hi! I'm working with the last Unity version of the code and Vive Pro. I want to detect blinks. I have seen a Blink Scene in the Unity project where code suscribes to a "blink" topic. Pupil Remote only sends me pupil.0 and pupil.1 topics. do I need to turn on something in the remote or capture pupil program? Thanks!
@user-d3bdd1 please make sure that Pupil Capture is running and the blink detector plugin is loaded.
Hi guys! I have exactly the same problem as @user-911c89 Are there any more infos on that case?
@mpk I have solved it yet, thank you! I found the solution in the 💻 software-dev with a new blink detection Fixed plugin
Hi guys
How do i measure the size of the pupil diameter within the Unity app itself?
Hi guys, Today when I was using my Vive Pro add-on one of the eye cameras stopped working. I realized that I am missing drivers for Camera ID1. I tried to reinstall the drivers, turn the computer off and on, change the USB port, reinsert the cable, but nothing worked - still, I have no drivers for ID1. However, Windows 10 "sees" both cameras in a different way (see picture attached). What can it mean?
@user-9d45c9 please run Pupil Capture as admin to let our tool install drivers. That should fix it!
Hi. I tried to generate heatmaps(Image mode) from the demo scene in Market Scene Demo folder. I could only see a snapshot of the scene. No visible heatmaps in the image. Am I doing something wrong? Does anyone know how to configure the project?
@mpk tried it, did not work. I am constantly reinstalling the drivers, but I can't get the Camera ID1 to work. The driver just does not install, while everything for ID0 works perfectly fine.
@user-9d45c9 please try removing the drivers from the device manger and installing again. This really sounds like windows being special again.
@mpk I tried to do this several times, but no luck. However, I was wrong about one thing - the drivers do install (I can see them in the control panel), it is the device that is not recognized. Today, Windows stopped seeing the Cam ID1 camera - when I connect the device to usb port it shows "Pupil Cam1 ID0" and "USB 2.0 Camera" in the devices. What is the second one? Is it the ID1 that does not get recognized? I tried to connect it to another computer and the result is exactly the same.
@mpk @user-9d45c9 Sounds like exactly the same thing which happened to both of my sets. It's not Windows only, it's on the Mac, too.
for the protocol: I sent the sets back to Pupil last week and they're investigating 😃 👍
hi everyone! i'm having a bit of trouble getting the settings for the 3D pupil detector right. is there additional documentation available, e.g. how to set the intensity range, pupil min/max parameters? so far i am only getting very bad and jumping detections 😦
(posting it to this channel because it's concerning detection and calibration for pupil inside a vive)
(not pupillabs employee) could you post a screenshot of your eye-view?
@user-af87c8 : here's the image
Quick google search: https://www.youtube.com/watch?v=6sWmOcGMDTk. Following this I managed to get pretty good results. For me the best settings were: pupil intensity range - 9; pupil min - 20; pupil max - 60. Of course I needed to adjust the rectangle in "ROI" mode.
@user-9d45c9 thank you, i will try this!
How do we know what to set the Pupil min and Pupil max to be?
I'm having trouble calibrating the eye tracker to be consistent. And I think it may have something to do with the Algorithm I set each eye at.
@user-a49f5b pupil min and max settings should have default settings to accommodate a wide range and should not need adjustment. You can check to see that the current pupil diameter is within the min and max range by switching to the algorithm
view from the general menu - the green circle (current apparent pupil diameter)of the shouldtween the red min and max cicrcles
@user-a49f5b min max is sorted required for good tracking in the hmd. Another more useful setting in the ROI, I recommend setting this first.
Hi all, does anyone have the same problem running the hmd-eye exe? Basically I cannot see any gaze after sucessfully running the calibration.
Nothing happens after I click "g" or "l"
@user-b5e8cb please try running with an older version of Pupil Capture. This is a bug we are about to fix.
Thanks a lot. That fixed it.
Hi, I would like to know how to remove the dots after 2D calibration, the 3 dots (for each eye and the gaze point)
Tried to deal with the pupil marker but it removes the dots from the calibration too
How does one calibrate the pupil labs so that head motion is accounted for. Because the issue I"m finding now is, after I calibrate the tracker, as soon as I turn my head, the calibration becomes off. Does anyone else have this issue?
Hi, I have hard time to set good values in pupil_capture to have a good pupil tracking. Resulting in bad calibration in Unity :( What resolution should I use? What value for the exposure time? Should I change the values of the section "Image Post Processing"?
@user-b425c5 Open the "PupilGazeTracker.cs" script. The easiest way for you will be to remove lines 217, 218, 219 and 223. @user-a49f5b Try to tighten the headset so it doesn't move on you head. It works in my case. @user-a49a87 I think there is no good answer to your question, but maybe people from Pupil will help you more. You probably need to play with the settings for a bit.
@user-9d45c9 I played with all the param a lot, but I don't manage to find good values 😦
@user-a49a87 I recommend you write an email to us and we can set up a video debug meeting to get you started!
@mpk @user-a49a87 would be very grateful if you could post your finding here
After I calibrate in Unity, gaze seems to be somewhat accurately tracked when I look in the center of the screen, but whenever I move my eyes even a little bit in one direction, the detected gaze position moves in a completely different direction. Does anyone else have this problem or know of a fix?
@user-23e10d would you mind trying this version of hmd-eyes https://github.com/pupil-labs/hmd-eyes/releases/tag/v0.5.1 together with this version of Pupil Capture: https://github.com/pupil-labs/pupil/releases/tag/v1.6 and let me know if this works for you?
@user-a49a87 So on the website, it seems that you can account for head movement via another calibration method. I see people (after calibrating the pupil labs), then they are able to walk around the city tracking their eye movements.
That's what I'm stuck on right now. I got the calibration in static position down. Now, how can I get it to be accurate during dynamic movement. it seems that once I calibrate it in a static position, I'm not allowed to even move my head without it getting messed up. (unless it's going to be messed up regardless)
I will try this and see how it works
Has anyone customized the blink detector plugin to do wink detection? if so, Can you share how you did it? And also how was the results/accuracy?
@user-ed036b what would you define as a "wink" vs a "blink"?
@wrp Blink happens when both eyes are involved. Wink happens when only one of the eyes are used. Left/right eye blink is called wink i suppose. From what i see, In the current blink detector plugin , No blink is detected when only one eye is used.
@user-ed036b you could just look for low confidence events with rapid onsets per eye (per pupil datum)
We are trying to calibrate the trackers for our HTC Vive Pro. We have tried to calibrate via the python_reference_client scripts in hmd-eyes, and collect output via the notification_monitor. However, the values of gaze positions we are receiving are all very close to { .5, .5} regardless of where we look following the calibration, which are being printed via the filter_messages.py script from pupil-helpers. I see that the calibration wants us to look at the center of the screen (after executing hmd_calibration_client.py), then move from bottom left around clock-wise, but I do not see any visual cues that would allow for a calibration of values. Additionally, we have ran the Unity demo app successfully (based on the markers turning lighter, a lack of orange error vectors in the world view, and the ending market scene) but following calibration and again the printing of gaze positions as we look around, all positions are teetering within .4 and .6. The readings that are greater than 1 have a confidence value of 0.0, which makes sense, and the readings around .5 give reasonable confidence values, (0.7 - 1.0). Lastly, we have the Calibration Method set to HMD Calibration, and before calibration we are manually adjusting the ROI, pupil min, max, and intensity, and can see that our pupils are being tracked. Can anybody in this community explain how they successfully calibrated the trackers with the HTC Vive Pro to produce valid gaze positions with valid confidence values & verify their calibration?
@user-911c89 would you mind trying this version of hmd-eyes https://github.com/pupil-labs/hmd-eyes/releases/tag/v0.5.1 together with this version of Pupil Capture: https://github.com/pupil-labs/pupil/releases/tag/v1.6 and let me know if this works for you?
Hello, I'm using an HTC Vive and Unity and I have to give feedback to the user of how well the HMD is positioned, mainly to let him know if his eyes will be tracked well, so I would like to know if it's possible to get the size of ROI from the pupil softwares and the pupil position on the camera, plus I can't find where are listed all the topics that we can subscribe to, if some one have the list (with doc if possible)
@user-9d45c9 Ah thanks, finally I changed the layer of the pupil gameObject to bind them to another camera so I can still see the dots on a unity display but not the person using the headset
@user-b425c5 ROI cant be accessed from outside. Pupil Position is accessible and compensates for ROI. More info on the IPC can be found here: https://docs.pupil-labs.com/#interprocess-and-network-communication
thanks !
hey guys i am beginner and want to use htc vive camera as a world camera for eytracking using pupil adon which i have can anyone please guide me to do so . used hmd-eyes but not successful any help is appreciated
can anyone help me using htc vive as world camera video input for pupil htc vive adon
The UnityPlayer.dll required for a built demo to run is missing from the release package.
I tried running it with a UnityPlayer.dll generated from building another project, but it doesn't work either (I'd guess that the editor/engine versions have to be matched between the executable and the used DLL).
@user-61d89c we are fixing this today! sorry!
great
Hi all, found a small bug, I think the CalibrationPointExtendPreview.prefab is missing from the latest hmd_eyes_vr.unitypackage
I LL look into that! Thanks for letting us know.