hey all, I just wanted to test our vr addons for the htc vive and tried them out in the hmd-eyes demo GazeDemo Scene. However, my Gaze accuracy was pretty bad and The Visualized Gaze was always way off from where it should be. Is there any "best parameters" or something like that for pupil capture to achieve best tracking results? Overall my tracking feels really bad and gaze visualizations are jumping around like crazy. Tested with Pupil Capture 2.5 (3.16 didnt work for me). Accuracy Visualizer didnt show any value for my calibration, is this normal? thanks!
Just for reference for everyone reading this: I reviewed a recording and the jumpy gaze comes from the fact that the 3d eye model was not fit explicitly. 3d gaze estimation requires a stable 3d eye model in order to work well.
You need to update hmd-eyes for 3.x compatibility. Can you please share an example recording with [email removed] such that we can give specific feedback?
So I just stick to the last 2.x release?
The new hmd-eyes update is backwards compatible. This way you can run Pupil 2.x and 3.x. I still need to review your recording in order to be able to give specific feedback.
Hey everyone. I am looking for a paper on Pupil Dilation and cancelling out pixel illumination with Pupil Labs. I think it was about using Unity as a framework, but I'm not completely sure any more, I lost my notes on it. Anyone here heard of it or something similar?
Any idea where that error comes from? using Pupil Capture 3.16 and Unity 2019.4 LTS.
You are running hmd-eyes v1.3 there, which is not compatible with Pupil Capture 3.x. (The line number in the screenshot GazeData.cs:199
confirms it is v1.3)
Difference between v1.3 and v1.4 https://github.com/pupil-labs/hmd-eyes/commit/63d3bf4c16e16a79c0f167c27ba059eaa0234952
Can I Update it Just by importing the newer Version or is there an Hidden Upgrade functionality?
There is no upgrade functionality to my knowledge. Importing the new version should work. (I have no Unity experience though)
hello what are the specs for the usb c cable compatible with the Vive addon?
Hello I am working at a project that need to record 3d gaze data in Unity ,
I find there's a table named gaze_positions when I export data from pupil player but the table without any value only has few titles in there.
is there any solution that I can use to record the 3d gaze data by key-value pair with request controller ?
or I can only use system.io.streamwirter to write data manually ?
Unity 2019.4.10 unity package ver : HMD-EYE V.1.4 Pupil Capture v2.4.0 Pupil Player V2.4.0 Pupil Service v2.4.0
Hello Can I use HTC Vive Binocular Add-on with another VR-device, for example Oculus Quest 2?
I'm 99% sure that those add-ons would not fit Quest 2, officially supported devices seem to be HTC Vive, Vive PRO, or Vive Cosmos VR headset
ignoring issue of physical fit do ya think the software side would still work if someone managed to finagle a fit? like would this enable the use of foveated rendering going through steam vr?
will there be a version of the addon for the Valve Index?
@papr any suggestions on how to set optimal pupil min/max settings?
This is difficult to respond to in general. The rough approach would be: Enable algorithm view, look at the three circles (2x red, representing min/max; 1x green, current size). Adjust values while looking at the resulting blue ellipse. It should fit around the pupil. If the blue ellipse is larger than expected, reduce pupil max. If it is smaller than expected, increase pupil min. Ensure sufficient range between pupil min and max to account for pupil dilation/constriction.
Looks like your pupil min value is tiny.
when you say blue elipse do you mean the one that can be seen in the image if yes dont we pupil intensity range to change that?
Btw, what resolution are you using? Looks pretty big to me.
I was referring to the ellipses visualized in normal mode. I did not realize that they are not displayed in algorithm mode
Can you go to the general settings and hit the reset window size
button? This should fix the aspect ratio of the visualization
1280,720
Do you have a special reason for using this resolution? The parameters are tuned for smaller resolutions. I think you will have to increase both your min and max pupil values
i assumed with higher resolution the detection would be better
It is actually best on the lowest resolution.
ok ill tweak my values and get back to you thank you so much for the quick responses
Hi does anyone have any info on the DK2 Eye tracker? im looking to use the same camera you guys used sense it is no longer in production!
Please contact [email removed] as well.
@user-4169b8 could you help me?
Hi, I was doing a quick search on github and on this server but I didn't find what I was looking for; is there any documentation on the physical dimensions of the HTC Vive binocular add-on?
Please contact [email removed] in that regard.
sounds good, thank you @papr
The video does not play back correctly for me. Please share a raw Pupil Capture recording with [email removed] I can have a look tomorrow and come back to you via email.
@papr could you please tell me how i can increase confidencer
@papr ok thnx ill do that. in the mean time can you tell me what does the red ellipse on top of the blue elipse represent and what does it mean when it floats around the window ?
blue is the 2d detection, red the 3d detection. If red is jumping around, the model is not well fit
@papr i have managed to make blue eelippse stable thanx to you changing image post processing helped how would you recomend i stabilise red one?
Rolling your eyes should help
does 3d model need both eyes to stabilise?
There is one model per eye
what can i tweak if it doesnt stabilise after rolling the eyes
If you have good 2d detection, you should have no issues stabilizing the 3d eye models with rolling the eyes
Hi, I'm creating a VR experiment using Unity. I need to know the dynamic range of the pupil and adjust illumination to roughly dilate the pupils to the middle of their range. For this I would like 'live' pupil size (2D) information displayed (which updates let's say every second) on my Unity UI. Is this possible to do so? I am not a Unity or C# expert (learned it for this project), but any push in the right direction on how to implement such a thing would be much appreciated.
Have you been using the hmd-eyes project already?
I have, I figured out how to start and stop recording and how to send annotations. I just can't seem to figure out if there's an example of live 2D pupil data somewhere.
There should be a Pupil
demo scene that showcases how to subscribe and receive realtime pupil data
Oh apologies with 'hmd-eyes project' do you mean the pupil plug-in including the demos etc?
I am referring to https://github.com/pupil-labs/hmd-eyes
You basically need a https://github.com/pupil-labs/hmd-eyes/blob/master/plugin/Scripts/PupilListener.cs that yields https://github.com/pupil-labs/hmd-eyes/blob/master/plugin/Scripts/PupilData.cs
The Diameter
property contains the 2d diameter in pixels. Diameter3d
contains the 3d diamter in millimeters (requires well fit eye model)
Thanks for the swift response! It seems the demo (PupilDataScene) returns an error for me, possibly I have messed up something. I will create a fresh project and fiddle around a bit more.
ok, let us know if the error persists
Excellent I got it fixed (I think I deleted the recorder by accident), this really helps me along. Thanks!