@user-c5fb8b , Hi, were you able to discover anything about this issue?
@user-2693a7 Unfortunately not. The only recommendation I have is resetting your machine or restoring from a backup.
Hello everyone. Our research is progressing fantastically because of the add-on, but we're now trying to figure out how to apply post-processing effect. Is there a program that I can use to add these effects to videos that we have already collected?
Hi everyone, has anyone run into the calibration issues with the eye-tracker related to shifting position of the HTC vive pro VR headset? It seems like calibration doesn't work 100% every time and it's quite often off. And in times when it seems to have calibrated well and tracks eye position decently well, a slight realignment of the headset on the head appears to impact how well it calibrates. Any thoughts on what could be going wrong here?
Hi @user-99ee4f by saying "a slight realignment of the headset on the head appears to impact how well it calibrates" do you mean you realign the headset and then recalibrate with a bad result, or do you just get bad gaze prediction after realigning the headset?
Head-mounted eye trackers are normally very sensitive to relative movement between the headset and the subject's head. It is advised to recalibrate every time you move the headset or after longer periods of measuring in general due to naturally occurring slippage of the headset.
When you are saying that calibration does not work 100% of the time with different alignment of the headset, it could be that you have the headset in a position that produces suboptimal images from the eye cameras. The eye cameras should be able to pick up a good view of your eyes. If that's not the case due to your alignment, calibration might fail. @fxlange do you have an example of what a good eye camera image looks like for comparison?
@user-175561 what post-processing effects are you talking about? Eye-tracking related overlays, or post-processing effects in general? Did you have a look at the Pupil Capture software?
@user-175561 what post-processing effects are you talking about? Eye-tracking related overlays, or post-processing effects in general? Did you have a look at the Pupil Capture software? @user-c5fb8b I am talking about the ones in the Pupil Capture. Is it possible to apply those effects to the videos post-collection?
@user-175561 sorry I meant to say: Did you have a look at the Pupil Player software? You can open a recording made with Capture here and also configure a lot of overlays, trim the video, run offline detection and much more. The result can be exported as a single video with all the effects visible. See the user guide for Player here: https://docs.pupil-labs.com/core/software/pupil-player/
hi guys, does anyone have an example capture file with Unity3d or knows where I can get one? I want to test how it looks on pupil player before I can start working on the Unity API many thanks in advance
@user-09d483 you can find two sample recordings at the bottom of https://pupil-labs.com/products/vr-ar/tech-specs/
ah great many thanks. found it 🙂
another technical question. Is there a way to convert unity3d vive eyetracking output to a format that the player can play?
because unity exports the data in an xml format file and as far I can see the player requires different datafile structure
@user-09d483 did you download the sample recording? You record with Pupil Capture -- and these recordings are directly compatible with Pupil Player: https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#recording-data
Perhaps I misunderstood your question - please clarify if so.
I have htc vive that was fitted with eyetracking from tobii and at the time that I ran the experiment I was not aware of the pupil lab software. So the output I have is directly from Unity. my question is whether anyone has managed to make that output file work in the player. see image below
this is how a sample xml looks:
@user-c5fb8b, Hi, after further investigation it seems my issue was hardware based and not related to the drivers as I initially thought. I've contacted the support team but just wanted to let you know in case someone else gets this error
@user-09d483 I can't help you out with this as this is not related to Pupil data format, software, or hardware. If you want to make a converter you would need to look into the data format (see sample recordings and repo)
Thanks for the update @user-2693a7
I'm using Pupil labs HTC Vive Pro Binocular eye tracking add-on. But I could not see the pattern of the iris. What should I do? Is it possible to increase the brightness of the infrared LEDs?
@user-c5fb8b Thanks for your response. Looking at the video streams captured by the eye cameras, I realized that there are glare spots in some locations, which might be affecting the overall calibration. I believe the glare is caused by the IR beams reflecting off the shiny eyes. Do you have any ideas on how to mitigate this? Also currently I'm carrying out calibration in unity using the hmd-eyes library for Unity3d. Is there a separate calibration I'm supposed to do first in Pupil Capture or is that really only used to change camera/post processing settings/algorithm related parameters (while the calibration sequence is still carried out in unity using the CalibrationController script)?
@user-bd732f What are you trying to achieve? for pupil detection/gaze estimation iris detection is not important/relevant. Do you have a specific application that requires this?
@user-99ee4f A certain degree of glare is normal. Can you share an image from the eye camera so we can look for potential problems? When using hmd-eyes with Unity, the CalibrationController is the calibration that you should use. Other calibration methods in Pupil Capture are for different use cases.
just downloaded hmd-eyes. trying to import into unity. can't find any file to import? what am i doing wrong? I did import custom package and went through every folder and sub folder.
Make sure you downloaded the latest Unity package file from here: https://github.com/pupil-labs/hmd-eyes/releases/tag/v1.1
At the bottom of the page. It'll only let you import a package file, which ends in ".unitypackage"
@user-b23084
@wrp We are developing medical applications. Currently we are detecting the torsion of the eye through the iris. (Z-axis rotation)
Hi, I just got the eye tracker for the Vive pro. Is it alright to leave it in the headset after use, or should it be removed every time I'm done using it?
Also, I can't get the eye tracker for the Vive inside the headset. I don't want to force it, I'm trying to follow the video but I just can't get it in without feeling I'm going to break it. Any tips?
@user-f9af20 1. Yes, you can leave the add-on connected to the Vive. You do not need to take out after use. 2. What HMD are you using Vive/Vive Pro/Vive Cosmos? You will need to use a bit of pressure to get the add-on to click into the lens holders of the Vive/Vive Pro/Cosmos.
@user-bd732f thanks for clarifying, I am not personally familiar with iris detection/tracking and what raw signal is required, so can not provide you with much feedback on this topic. However if you do want to adjust the white balance/gamma/other camera params you can do so from with the eye window. Not sure this helps, but might be worth trying.
Hey there, i am currently working on my Master Thesis and have the Vive Pro VR/AR tracker. Pupil Capture works and the Demo for calibration as well. I downloaded the Unity package but there is always "not connected" displayed. A "FormatterNotRegisteredException" is thrown also. What is the reason for that?
Hi @user-b74862 - please check your Unity player settings: https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#dependencies.
ProjectSettings/Player/Configuration/Scripting Runtime Verion = .NET 4.x Equivalent. ProjectSettings/Player/Configuration/API Compatibility Level = .NET 4.x
Thanks a lot, it's working now 👍