vr-ar


user-de97ec 01 February, 2018, 21:02:56

Hello fellows of pupil labs, If anyone has any tips/tricks with troubleshooting Pupil 1.2.7 on the HTC VIVE, would you kindly assist? I cannot get the Pupil App to send data to Unity, because I'm not receiving any data. Thanks.

user-8779ef 01 February, 2018, 21:37:18

@user-de97ec To start, I would check to make sure that the port listed in Unity matches the port listed at the very bottom of the world scene camera settings in pupil capture.

user-8779ef 01 February, 2018, 21:38:14

@user-de97ec and sorry, but I'm not at a machine where I can open the programs and give you more specific advice on the location of the port numbers.

user-de97ec 01 February, 2018, 21:39:36

The port numbers are the same, and the unity UI says that is connected, however, I receive no data.

user-8779ef 01 February, 2018, 21:40:37

@user-de97ec and you're trying for a 2d or 3d calibration?

user-de97ec 01 February, 2018, 21:50:18

2d calibration

user-8779ef 01 February, 2018, 21:59:24

Are the eye images ok?

user-8779ef 01 February, 2018, 22:00:15

If you have reasonable eye images, and the ports are matching in capture and unity, then my last guess is that unity is not pointed to the correct pupil_capture.exe.

user-8779ef 01 February, 2018, 22:01:05

That's near the port listing. Also, let it start the server automatically (the related button is somewhere above the port listing). That's all I've got 😃

user-de97ec 01 February, 2018, 22:03:23

Thanks for your help. The eye images are pretty good, and they’re being tracked pretty well, and I have tried all of those troubleshooting tips, to no avail.

user-8779ef 01 February, 2018, 22:04:05

K. Come back tomorrow. It's a bit late in the day, and folks may be asleep. Many of the contirbutors are on german time.

user-90aa66 02 February, 2018, 22:19:34

Is there an easy way to go back to specifying specific 2d calibration points instead of setting a radius and number of points? I would like to manually set points but running into some trouble.

user-d88079 04 February, 2018, 22:31:00

Hello, I'm having trouble with fetching confidence values in a unity script. It's possible I'm doing something quite wrong, but as of right now, I am calling PupilData.Confidence(PupilData.GazeSource.RightEye) and then the same for the left eye. Confidence values are printing to the log as 0, however in Pupil Capture id0 conf and id1 conf both have valid floats that fluccuate correctly with blinking.

user-d88079 04 February, 2018, 22:31:49

I'm on the previous version of pupil. We had to roll back since we were having issues with the latest version.

user-e04f56 05 February, 2018, 08:20:18

@StayFroztee#6132 is the confidence level in Pupil Capture above 0.6? Otherwise,this would result in the method receiving Pupil data to ignore the current packet. You can find this in code at: Connection.cs, starting in line 167. This would be a good position for a breakpoint, as well, to see whether you receive any data at all. Just to make sure of some bits and bobs * the port in both Pupil Capture and Unity is set to the same number? * the existing demo scenes (e.g. Calibration) run through fine? * you have subscribed to the "gaze" topic in your custom scene/code?

user-e04f56 05 February, 2018, 08:37:47

@user-90aa66 you are probably already modifying Calibration.UpdateCalibrationPoint(), correct? In case of 2d calibration (PupilTools.CalibrationMode == Mode._2D), currentCalibrationPointPosition needs to be set to your custom 2d viewport position. So in the simplest case float[]{ 0.5f, 0.5f }. This would result in a calibration point in the middle of the screen. But what also needs to be set is a corresponding z-depth, at which the PupilMarker gameobject is set. UpdateCalibrationPoint calls this in line 83 Marker.UpdatePosition (currentCalibrationPointPosition); public void UpdatePosition(float[] newPosition) { if (PupilTools.CalibrationMode == Calibration.Mode._2D) { if (newPosition.Length == 2) { position.x = newPosition[0]; position.y = newPosition[1]; position.z = PupilTools.CalibrationType.vectorDepthRadiusScale[0].x; gameObject.transform.position = camera.ViewportToWorldPoint(position); } else { Debug.Log ("Length of new position array does not match 2D mode"); } } [..] } PupilTools.CalibrationType.vectorDepthRadiusScale (used in line 86) is what you probably modified or deleted to instead use your custom implementation. As a first step, you can just set position.z to "2", which is the value we currently use, as well.

user-ebf24b 06 February, 2018, 07:03:09

Hello there, we recently purchased your htc vive add on to use on our research. Unfortunately, we had some trouble with utilizing your services. The eye position in the 3D method, which is indicated by a red circle does not work properly. It tracks other stuff than the pupil (which it's supposed to do) such as the reflection from glasses or such and also shakes too much. Do you think there is a problem with the hardware itself? like the USB connector or the tracker? or is there any other way that we can resolve this problem? Btw, we are using the latest version of pupil servicses(ver 1.2.7)

wrp 06 February, 2018, 07:04:47

Hi @user-ebf24b Are you using the system while wearing eyeglasses within the HTC Vive?

user-ebf24b 06 February, 2018, 07:05:30

yes, but we also tried without glasses too.

wrp 06 February, 2018, 07:06:36

Could you send us some sample eye videos or screenshots

wrp 06 February, 2018, 07:07:36

Based on what you wrote, this is not hardware related but likely more about the setup (e.g. depth settings of the HTC Vive headset) and achieving a good view of the eye. We will be able to say more once we see an eye video

wrp 06 February, 2018, 07:07:54

You can send an eye video to me via direct message or to info@pupil-labs.com

user-ebf24b 06 February, 2018, 07:09:59

Ok. I will send you some images as soon as possible. Maybe it takes around 10 minutes. Thank you for your rapid reply.

wrp 06 February, 2018, 07:10:23

No problem. A short eye video (you can record with Pupil Capture) would actually be most helpful if possible for you

user-ebf24b 06 February, 2018, 07:21:47

just send a mail with the movie clip! thanks in advance!!

wrp 06 February, 2018, 07:23:24

thanks - received

user-ebf24b 06 February, 2018, 07:23:58
  • you may also notice from the video that the green circle isn't aligning with the eye-sphere too. It will help a lot if you look into that too 😃
wrp 06 February, 2018, 07:24:18

@user-ebf24b the eye cameras look out of focus

wrp 06 February, 2018, 07:24:33

You can adjust the focus of the eye cameras by turning the lens

user-ebf24b 06 February, 2018, 07:25:08

umm.... how exactly am I supposed to turn the lens?

wrp 06 February, 2018, 07:25:09

Re hardware - i can see all IR leds are active and frame rate looks good from your screencap

wrp 06 February, 2018, 07:26:15

You can adjust the focal depth of the lens by turning the lens of the eye camera with our fintertips

user-ebf24b 06 February, 2018, 07:30:03

thanks a bunch @wrp!! I felt so stupid for such a simple solution lol. Just handled the whole problem

wrp 06 February, 2018, 07:30:27

@user-ebf24b I'm pleased that there was a quick and simple solution!

user-ebf24b 06 February, 2018, 07:41:03

oh, and one more thing. According to your documentation, the datum structure contains 'phi' and 'theta'. What is it exactly based on, meaning what does it represent with what kind of standard? and is the unit by radian?

user-c71dda 06 February, 2018, 18:00:45

Guys, can you please help about how to get 3d_gaze_position in real time by using Unity3D? I just want to move an object depends on the gaze position

user-c71dda 06 February, 2018, 18:03:52

I setup the hmd-eyes plug-in, but I could not access the gaze position data by calling the given function

user-c71dda 06 February, 2018, 18:04:07

in the readme file

user-c71dda 06 February, 2018, 19:04:56

Actually I have checked MarketScene Demo and 3d calibration script with it. But still no idea how to create a new scene and move an object accordingly

user-caf7b9 07 February, 2018, 03:08:39

We have your Vive hardware and I think everything overall is setup right. There might be some tweaks I still have to make but one of the pieces I wanted to test was recording the eyes while in your unity project as well as the unity world itself. I setup unity to point to pupil capture however when I run the 2d calibration scene and then go to the global pupil window to select record, it says that I do not have a global camera. I believe this is because the unity window is not in focus, but for me to record the eyes I need to hit the record there....correct? I was able to record my eyes while using "test image" in capture, but can't seem to get thsi working with the unity project. Any ideas?

user-e04f56 07 February, 2018, 08:38:38

@user-caf7b9 you actually already fixed the issue, yourself, by setting the Backend Manager to "Test Image" (and clicking the "Activate Fake Capture" button) in Pupil Capture. In contrast to the normal headsets, the Pupil VR setup does not include the "world capture" camera. So with standard settings you get the message you saw. With the change to "Fake Capture" of the world camera, the eyes should now record as intended. You can continue to start this with the "R" button in Pupil Capture, but there is also an option to do this from Unity: Either use the "Recording" button in the Inspector GUI for PupilGazeTracker or press the "R" key. The plugin will then tell Pupil Capture to start the recording and also start a screen capture of the current Unity rendering. The newest version available on GitHub also generates a CSV file containing the gaze tracking positions and their corresponding Unity world coordinates.

user-caf7b9 07 February, 2018, 12:15:53

@user-e04f56 Thanks for the quick reply! This is awesome news. I was concerned that recording using that would record the test image as the world camera as well. I'm heading into the office now and going to be playing around with that more today. Thanks again!

user-c71dda 07 February, 2018, 13:27:20

guys maybe

user-c71dda 07 February, 2018, 13:27:24

it bothers you

user-c71dda 07 February, 2018, 13:27:45

but I just want to learn how to create a custom scene and move an object according to 3d gaze data

user-c71dda 07 February, 2018, 13:27:46

thats all

user-c71dda 07 February, 2018, 13:28:06

I will be very glad if you help

user-caf7b9 07 February, 2018, 14:35:43

I realized I had another question. In the documentation it states: Once you plug the usb cables into your computer:

the right eye camera will show up with the name: Pupil Cam 1 ID0 the left eye camera will show up with the name: Pupil Cam 1 ID1

Mine are reversed. I just want to know if this is going to cause any problems from a functionality standpoint. My left eye is ID0 and my right eye is ID1. I took the vive pupil addon hardware out to see if there was any way of adjusting or switching these, but that didn't seem to be the case.

Also sometimes when I am recording the eyes and world in-game, in the Vive headset it will slowly fade between the market game and the blue screen that shows when the unity window is not in focus. Do you know why this is happening? Is it a resource usage issue? I am currently running this all on my Sager laptop which has 8 core [email removed] 16GB of RAM and an Nvidia Geforce GTX980M.

One other thing...I was just looking for some advice since you guys work with this all the time. I seem to have large eyelashes and couldn't figure out why the vive eye tracking wasn't working well on me but was fine on others. Last night when I was playing around I noticed that when I opened my eyes wide, the accuracy bars for each eye went green which they seem to normally run red with me. Do you have any advice? Have you guys found any tweaks that assist with this? I did find that making sure the focus was as clear as I could on my iris helped immensely, but just wanted to hear your thoughts.

-- Edit-- Finally, is there a "recommended" way of calibrating the Vive? Accuracy is really important to us and I'm trying to minimize the jitter when looking in the market. I have gotten the eyes clearly in focus and seem to be pretty perfect visually, but in the Unity market it jumps around a bit and the spheres for the 2D calibration in the market seem to stay separated more than they are close together.

Thanks!

user-e04f56 08 February, 2018, 08:45:18

@uguryekta#1497 we are still testing the Unity plugin with the recent Pupil release version 1.3.9, which came out last Friday. 3D calibration is one of the areas actively being worked on so there is currently no simple solution to point you towards to get you started

user-e04f56 08 February, 2018, 09:19:46

@DanK#9345 I will have to check with my colleagues regarding the reversed eye IDs. As for the the recording issue: the "out of focus" behaviour your are describing is connected to the added resources needed for the screen recording in Unity. But it is usually only visible once (if at all) when starting the recording. Is this constantly happening in your case? If you do not need the video of the Unity scene, that could be deactivated in code and save some resources. Otherwise, a build version is more efficient compared to running the scene in Unity Editor. Regarding the eye lashes: The "General Settings" menu of an eye window offers a mode called ROI (region of interest). When you or rather a second person selects it while you are wearing the headset, you can adjust the area in which the pupil recognition is done. I hope this might help with this issue. Please tell us if this maybe also helps with the accurarcy in the 2D market scene you mention.

user-e04f56 08 February, 2018, 09:21:31

@DanK#9345 here a screenshot of the eye windows with adapted ROI

Chat image

user-2bd6d4 12 February, 2018, 10:51:05

Hi! I'm using the binocular Add-On for the HTC Vive combined with Unity for my thesis. I played around a little bit and now I want to "manipulate" the 3D gaze point returned by your program (I get all data via a python script). Is there a way to do this and if so what is the best way to do it?

user-e04f56 12 February, 2018, 11:53:13

@user-2bd6d4 just to make sure: Are you using Unity to comunicate with Pupil or are you using the python reference scripts?

user-2bd6d4 12 February, 2018, 12:23:10

ATM: I'm using Unity to display the Calibration (your HMD Calibration within your software). I use a python script where i subbed to the IPC to get the gazedata and gray images in real time.

user-e04f56 13 February, 2018, 08:46:06

@ViperZ#7643 I wrote you a DM, so we can go into the specifics of what you want to do

user-0eef61 13 February, 2018, 20:41:34

Hi, I am using unity_pupil_plugin_vr with FOVE VR headset and I installed: pupil_service_windows_x64_v1.3.9 and included it to this path: C:\Program Files\pupil_service_windows_x64_v1.3.9 I opened the pupil_service.exe and pupil_plugin/calibration scene in Unity but I can't run the scene as there is an error saying: "Assets/pupil_plugin/Scripts/Pupil/PupilGazeTracker.cs(258,46): error CS0234: The type or namespace name XR' does not exist in the namespaceUnityEngine'. Are you missing an assembly reference?" Anyone has an idea what am I missing? Thank you 😃

user-e04f56 14 February, 2018, 07:51:24

@Fjorda#6564 this error is most likely related to the Unity version you are using. Prior to the 2017.x iteration, the XR namespace was called VR. After Unity extended it for Mixed Reality, it got renamed. Either update to the newest version of Unity or search for all instances of XR and replace them with VR (as far as I know, there are currently no incompatibilities). If you are bound to Unity 5. due to licences, the latter is an option, but you will have to repeat this step every time you update to the newest git version..

mpk 14 February, 2018, 12:37:17

@Fjorda#6564 please also note that our plugin is not made to work with FOVE.

user-0eef61 14 February, 2018, 16:58:13

Hi, thank you for your reply. I changed them to VR and now I am having this error: Assets/pupil_plugin/Editor/SphericalVideoPlayerEditor.cs(6,22): error CS0246: The type or namespace name `SphericalVideoPlayer' could not be found. Are you missing an assembly reference?

user-0eef61 14 February, 2018, 17:02:55

I hope it can work with FOVE VR headset. I want to get users pupil size and to be able to make some heatmaps

user-7ea3b1 16 February, 2018, 20:03:19

My lab purchased a Vive binocular tracker a while back, and the hmd-eyes plugin back then was somehow out-of-sync with the pupil service codebase. It looks like the current versions now work well enough to complete the calibration procedure, but I'm getting pretty bad tracking for both 2D and 3D calibrations. Using the Market scenes and the Calibration scene. Any advice on improving things / debugging this? I have a little time to dig into code if needed.

user-550274 18 February, 2018, 18:08:15

Hi! Is calibration of Pupil Plugin VR accurate? I am using the latest pupil_plugin and pupil_capture(v1.4.1). Even if the calibration is successful, the tracking is often very unstable. Is this specification within the assumption? I am recording an unstable condition. https://drive.google.com/file/d/1Yk1PCYHDEHjaDJa5ZcjMw8ULrCjOkrRq/view?usp=sharing

user-adb91e 18 February, 2018, 21:16:07

Can anyone tell me if the binocular addons for Vive/Rift provide enough precision for performing eye tracking for foveated rendering? The addon isn't cheap so would like to know if it is worth investing in. If anyone has done it before any links and/or videos would be appreciated.

wrp 19 February, 2018, 02:31:08

@user-adb91e it looks like @papr responded to your points in the core channel already.

user-adb91e 19 February, 2018, 06:14:13

not completely

user-adb91e 19 February, 2018, 06:24:20

https://varjo.com/developers/ Check the specs of the headset. Only 100Hz cameras, recommended Processor: Intel® Core™ i7-6700 Processor or AMD AMD FX™ 9590, equivalent or better, recommended Graphics: NVIDIA GeForce® GTX 1080 or AMD Radeon™ RX Vega, equivalent or better. This headset prototype performs eye tracking exactly for foveated rendering. I just need to know if similar tracking accuracy and latency can be achieved with Pupil.

user-006924 19 February, 2018, 23:00:22

Hi everyone, I know it's very basic but I can't get my HTC Vive with pupil labs add on to work in pupil capture. It shows all capture sources as unknown. Does anyone know how to I can fix this issue?

wrp 20 February, 2018, 00:21:47

@user-006924 this seems like a driver issue

wrp 20 February, 2018, 00:22:57

Uninstall all pupil cam drivers from device manager including hidden devices. Restart the computer. Start pupil capture as admin

wrp 20 February, 2018, 00:23:12

Drivers should install when you open both eye windows

user-006924 20 February, 2018, 00:24:35

I'll do that thank you. What should I do if drivers aren't detected at all for me to uninistal?

user-006924 20 February, 2018, 00:25:02

I should do this in the device manager? right?

user-006924 20 February, 2018, 00:26:35

Because previously with normal eye tracker my drivers wouldn't install at all so I had to use zadig to install everything on libusbk manually

wrp 20 February, 2018, 00:28:53

You should not need to do manual install

wrp 20 February, 2018, 00:29:02

Or need to use zadig

user-006924 20 February, 2018, 00:29:44

Thank you I'll try it .

user-006924 20 February, 2018, 13:48:09

I checked the device manager and the only new device was the HTC Vive under cameras. Under what category should the eye cameras be under if the automatically load?

wrp 20 February, 2018, 14:42:09

libusbK

user-006924 20 February, 2018, 15:06:13

what should I do if there aren't anything under libusbk?

user-5d12b0 20 February, 2018, 19:45:48

@user-006924 Can you follow the instructions on the following link and tell us what you get from USB Device Viewer? https://www.techrepublic.com/article/tracking-down-usb-devices-in-windows-10-with-microsofts-usb-device-viewer/

user-5d12b0 20 February, 2018, 19:46:25

USB Device Viewer with Vive + Pupil cameras

Chat image

user-5d12b0 20 February, 2018, 19:49:35

The vive add-on is 2 cameras, so the connector has a built in "Generic USB Hub" attached on my Port5, and it has ports for the cameras. (My Port6, by the way, is the Vive). If you can't see the Pupil Cams, then try to see if you can identify whether or not the Hub is even being recognized by unplugging it, refreshing device viewer, then replugging, and refreshing device viewer, looking to see what has changed between cycling the plug.

user-5d12b0 20 February, 2018, 19:58:52

I moved the cameras to a port that didn't recognize it and this is what I see in USB Device Viewer.

Chat image

user-5d12b0 20 February, 2018, 20:03:50

After I started pupil_capture as admin, then opened the individual eye windows, the hub + cameras appeared, mind you they were placed on a different port because they are USB 2.0, not 3.0.

user-006924 20 February, 2018, 20:51:51

Thank you for the detailed guide I'll check it out and see what I get.

user-006924 20 February, 2018, 23:12:43

I downloaded the software and started pupil capture as administrator and can't see the pupil lab cameras anywhere.

Chat image

wrp 21 February, 2018, 04:01:09

@user-006924 please uninstall drivers from cameras category, unplug the add-on, and restart the computer. Start up the computer and run Pupil Capture as admin and then connect the add-on again. If you want we can schedule a time for remote support - you can email me at info@pupil-labs.com

user-a49a87 21 February, 2018, 15:44:56

Hi, I'm trying to use the "unity_pupil_plugin_vr"with my HTC Vive and I think I'm doing something wrong because it's almost working, but not enough to be usable. First, is there a way to make 'capture' remember my config? Everytime I hit play, I have to reconfigure the 'Absolute Exposure Time' for each eye, and it's a bit frustrating. Thank you for your help

user-006924 21 February, 2018, 15:54:48

I checked again and there are no pupil labs cameras under the camera category, only HTC Vive and computer's own camera and I'm worried uninstalling those might mess things up since it's not my personal system. Is there a way for me to check whether it's hardware issue with the cameras or not?

wrp 21 February, 2018, 15:55:55

@user-006924 are the cables plugged in fully?

user-006924 21 February, 2018, 15:56:24

The vive cables? Yes, Since it's working fine separately.

user-a49a87 21 February, 2018, 16:28:17

An other question. Is it normal that I have to push 'Absolute Exposure Time' to 127 to get an image bright enough for the algorithm to work?

user-a49a87 21 February, 2018, 18:47:58

I think I have a problem with the configuration of capture. I've made a video of the pupil detection during the calibration phase and it seems to work (it seems that the pupil is correctly detected), but when calibration ends, the green and blue dots are far apart and the red dot isn't on what I'm looking at. Here is the video: https://we.tl/UwId1P6qtI Calibration start around second 15. Thanks for any help.

user-5d12b0 21 February, 2018, 23:22:06

@user-006924 Do you know what's on Port9 (WinUsb Device)? Can you try uninstalling anything Tpcast-related?

user-006924 22 February, 2018, 02:00:00

@user-5d12b0 I'll switch to my own system and check the whole thing and see if I see any difference.

user-5d12b0 22 February, 2018, 02:02:49

That's probably a good idea. I have a lot of experience helping PSMoveService users try to get the PS Eye working as a libusb camera and there are so many little variations in system configuration that seem innocuous but can get in the way.

user-e04f56 22 February, 2018, 08:00:43

@Djinn#0083 the video looks good, now I am wondering about the placement of the calibration points in Unity. with your VR setup (mostly: the distance of the display), would you say the positioning of the calibration points is more towards the edge of the visible area or towards the center? I suspect the former. Could you try to adapt the value by selecting "pupil_plugin\Resources\PupilSettings" and then in Inspector "Calibration\Calibration Type 2D\Vector Depth Radius". The "Y" value determines the radius of the circle pattern the calibration points follow. Please experiment with this value.

user-a49a87 22 February, 2018, 10:08:54

Thanks for the answer. The position of the calibration points seems to be at the middle between the center point and the edge of the visible area. What is the good position?

user-11dbde 22 February, 2018, 15:54:47

Hello I need some help with the pupil-labs example for hololens/unity

user-11dbde 22 February, 2018, 15:55:16

the example can be built, but when trying to deploy it to hololens using visual studio it fails with code 1

user-11dbde 22 February, 2018, 15:55:36

if I try any other unity/hololens from MS it works

user-11dbde 22 February, 2018, 15:55:46

just the example from pupil-labs fails

user-e7f18e 22 February, 2018, 16:23:56

what is the problem when calibration is successful but the marker is jumping in random ways in market scene demo

user-e7f18e 22 February, 2018, 17:14:12

can anybody tell me the stable version of pupil and hmd-eyes project for running the market-scene demo successfully

user-11dbde 22 February, 2018, 17:15:05

what is the market-scene-demo?

user-11dbde 22 February, 2018, 17:15:13

i just know the shark-demo

user-e7f18e 22 February, 2018, 17:15:53

its under the hmd-eyes project , there is a market where u can move your pupil and a marker should be adjusted on it

user-e7f18e 22 February, 2018, 17:16:06

which version you are using for shark demo?

user-11dbde 22 February, 2018, 17:16:36

pupil 1.4 seems to work...trying it now

user-11dbde 22 February, 2018, 17:16:43

i am new to pupillabs

user-11dbde 22 February, 2018, 17:18:11

i do not see that

user-11dbde 22 February, 2018, 17:18:33

maybe you have the wrong version of the hmd-eyes project?

user-e7f18e 22 February, 2018, 17:19:05

could you please send me the link of git to download the project

user-11dbde 22 February, 2018, 17:19:11

ok

user-11dbde 22 February, 2018, 17:19:43

i am here: https://github.com/pupil-labs/hmd-eyes

user-11dbde 22 February, 2018, 17:20:01

just downloaded the zip

user-11dbde 22 February, 2018, 17:20:39

ah

user-11dbde 22 February, 2018, 17:20:47

i understand now

user-11dbde 22 February, 2018, 17:20:56

you are on the VR demo

user-e7f18e 22 February, 2018, 17:20:59

yes

user-11dbde 22 February, 2018, 17:21:02

i am on the Hololens demo

user-11dbde 22 February, 2018, 17:21:10

😃

user-11dbde 22 February, 2018, 17:21:12

sorry

user-e7f18e 22 February, 2018, 17:21:28

is it working fine for you? is it tracked properly after calibration?

user-11dbde 22 February, 2018, 17:22:00

well that i cannot tell you yet

user-11dbde 22 February, 2018, 17:22:06

i'be built

user-11dbde 22 February, 2018, 17:22:11

deployed to hololens

user-11dbde 22 February, 2018, 17:22:14

it started

user-11dbde 22 February, 2018, 17:22:32

then i discovered that i needed to adjust the remote eye ip address

user-11dbde 22 February, 2018, 17:22:42

recompile again, deploy again

user-11dbde 22 February, 2018, 17:22:44

😃

user-11dbde 22 February, 2018, 17:22:48

let me see

user-e7f18e 22 February, 2018, 17:23:20

have you tried the VR demo?

user-11dbde 22 February, 2018, 17:24:29

well it works on the hololens

user-11dbde 22 February, 2018, 17:24:36

just did the calibration

user-11dbde 22 February, 2018, 17:24:42

i wil retry again

user-11dbde 22 February, 2018, 17:24:52

no i didn't tried the vr demos

user-11dbde 22 February, 2018, 17:25:02

i am really focused on the Hololens part for now

user-e7f18e 22 February, 2018, 17:25:30

ok

user-11dbde 22 February, 2018, 17:27:44

ok...

user-11dbde 22 February, 2018, 17:27:52

my hololens is without battery now

user-11dbde 22 February, 2018, 17:27:57

i will try the vr demos

user-11dbde 22 February, 2018, 17:27:59

😃

user-e7f18e 22 February, 2018, 17:28:10

please and let me know if it works

user-11dbde 22 February, 2018, 17:29:49

the problem you have is that the end calibration result is not good? or you cannot build/execute at all

user-11dbde 22 February, 2018, 17:29:50

?

user-e7f18e 22 February, 2018, 17:30:48

after calibration ended, the marker is not in proper place where i am looking for

user-e7f18e 22 February, 2018, 17:31:01

it is moving randomly

user-11dbde 22 February, 2018, 17:31:35

and you eye gaze can follow it accurately?

user-11dbde 22 February, 2018, 17:32:21

which project?

user-e7f18e 22 February, 2018, 17:32:27

basically sometimes markers are getting invisible when i gaze to a location

user-11dbde 22 February, 2018, 17:32:40

which scene?

user-e7f18e 22 February, 2018, 17:32:41

hmd-eyes 3d market scene demo

user-11dbde 22 February, 2018, 17:32:44

ok

user-11dbde 22 February, 2018, 17:32:48

i will try

user-e7f18e 22 February, 2018, 17:32:55

ok

user-11dbde 22 February, 2018, 17:44:02

well mixed feelings here

user-11dbde 22 February, 2018, 17:44:22

1st attempt, i had the same result as you

user-11dbde 22 February, 2018, 17:44:28

jumping eye gaze

user-11dbde 22 February, 2018, 17:44:45

2nd attempt looked more stable but not good

user-11dbde 22 February, 2018, 17:44:57

3rd attempt calibrations keeps failing

user-e7f18e 22 February, 2018, 17:45:52

same here but i have no idea how to fix that

user-11dbde 22 February, 2018, 17:46:39

do you know how to show a window for each camera

user-11dbde 22 February, 2018, 17:46:41

?

user-11dbde 22 February, 2018, 17:46:57

i've closed the cameras windows now i cannot see them

user-e7f18e 22 February, 2018, 17:47:41

yeah run the pupil capture exe and on this window you will get options for detect eyes radio buttons

user-e7f18e 22 February, 2018, 17:47:46

just checked that on

user-11dbde 22 February, 2018, 17:48:11

in wich option menu is that?

user-e7f18e 22 February, 2018, 17:51:00

go to general settings after running the pupil capture exe

Chat image

user-11dbde 22 February, 2018, 17:56:36

ok thank you!

user-11dbde 22 February, 2018, 17:57:47

the capture app just crashes when i have the unity app running + activate the 2 cameras

user-11dbde 22 February, 2018, 18:02:32

it seems to be a problem with the fps in the cameras

user-11dbde 22 February, 2018, 18:02:48

unity app opens the cameras by default

user-11dbde 22 February, 2018, 18:02:57

and then everythin is slow in those wndows

mpk 22 February, 2018, 18:58:32

@user-11dbde @user-e04f56 should be online in about 12hrs. He can help you debug.

user-11dbde 22 February, 2018, 18:58:52

thank you

user-11dbde 22 February, 2018, 18:58:59

i've found out the problem

user-11dbde 22 February, 2018, 18:59:10

the path for the project was too long on windows

user-11dbde 22 February, 2018, 18:59:19

moved the project to a shorter path

user-11dbde 22 February, 2018, 18:59:22

and voila

user-11dbde 22 February, 2018, 18:59:27

it deploys

mpk 22 February, 2018, 18:59:43

Good to know!

user-11dbde 22 February, 2018, 19:00:17

nevertheless i a bit afraid that my pupil-labs might have a defect

user-11dbde 22 February, 2018, 19:00:26

or i do not know yet how to use it 😃

mpk 22 February, 2018, 19:00:49

@user-e04f56 can help you with that.

mpk 22 February, 2018, 19:01:01

We figure it out :-)

user-11dbde 22 February, 2018, 19:01:16

it seems that when i move my head around the cameras stop receiving information....i mean this does not seem to be a delay only

user-11dbde 22 February, 2018, 19:01:23

ok

user-11dbde 22 February, 2018, 19:01:45

what is your time ?

user-11dbde 22 February, 2018, 19:01:52

here is 8PM

wrp 23 February, 2018, 01:32:14

@user-11dbde some of the Pupil Labs team is UTC+1/2 and some is UTC+7

user-11dbde 23 February, 2018, 09:12:57

ok

user-11dbde 23 February, 2018, 09:13:33

I am having problems with eye detection in Unity examples

user-11dbde 23 February, 2018, 09:14:05

is @user-e04f56 already around ?

user-e04f56 23 February, 2018, 09:14:57

I am, how can I help

user-11dbde 23 February, 2018, 09:15:10

hello, thank you for the fast reply

user-11dbde 23 February, 2018, 09:15:26

We've bought a pupil-labs for Hololens

user-11dbde 23 February, 2018, 09:15:47

and I could not use the unity examples yet properly

user-11dbde 23 February, 2018, 09:16:12

it seems that sometimes the data speed is so slow from the hardware to the capture app

user-11dbde 23 February, 2018, 09:16:23

that no proper detection is made

user-11dbde 23 February, 2018, 09:16:38

i've changed usb ports...

user-11dbde 23 February, 2018, 09:16:50

is almost like some defect on the hardware

user-11dbde 23 February, 2018, 09:16:56

not sure

user-e04f56 23 February, 2018, 09:19:51

have you tried this using Holographic Emulation, as well?

user-e04f56 23 February, 2018, 09:20:40

with this you could rule out that the data used over UDP is too much for your network setup

user-11dbde 23 February, 2018, 09:21:52

ah i see

user-11dbde 23 February, 2018, 09:21:59

it makes sense to me now

user-11dbde 23 February, 2018, 09:22:15

i completely forgot that udp data is send around

user-11dbde 23 February, 2018, 09:22:41

because it seems to only happen when i start the apps with unity you are right

user-11dbde 23 February, 2018, 09:22:50

what should i try exactly?

user-11dbde 23 February, 2018, 09:23:56

I also have another question

user-e04f56 23 February, 2018, 09:23:59

there is a good documentation available for what to do in Unity: https://docs.unity3d.com/550/Documentation/Manual/windowsholographic-emulation.html

user-11dbde 23 February, 2018, 09:24:28

should i use resolution: 320x240? or 1920x1080?

user-11dbde 23 February, 2018, 09:24:36

what is the rationale for this?

user-e04f56 23 February, 2018, 09:29:31

I think I am the wrong person to ask about this. As the Unity plugin developer, I usually keep the standard Pupil settings, which, in this case, would be 320x240.

user-11dbde 23 February, 2018, 09:30:03

but what exactly should i try

user-11dbde 23 February, 2018, 09:30:17

can i use your unity examples with holographic emulation?

user-e04f56 23 February, 2018, 09:30:25

yes

user-e04f56 23 February, 2018, 09:30:46

the HoloLens project works with Holographic Emulation

user-11dbde 23 February, 2018, 09:30:48

your ui asks to do a double click in mid air to show the menu

user-11dbde 23 February, 2018, 09:30:58

how do i do that in emulation mode?

user-e04f56 23 February, 2018, 09:35:51

tap gestures are emulated, as well

user-e04f56 23 February, 2018, 09:38:39

I used a game controller, but from what I read the space bar should work as well

user-11dbde 23 February, 2018, 10:01:52

let me try that one

user-11dbde 23 February, 2018, 10:02:09

nope

user-11dbde 23 February, 2018, 10:02:58

but the data from the eye tracker has to be sent by network anyway for the example to work right?

user-e04f56 23 February, 2018, 10:04:05

the network communication is all happening on the PC, still via UDP, yes, but much more reliable

user-11dbde 23 February, 2018, 10:06:29

ok i understand

user-11dbde 23 February, 2018, 10:06:35

now

user-11dbde 23 February, 2018, 10:06:53

just having difficulties in controlling the ui example

user-11dbde 23 February, 2018, 10:06:58

i do not have a game controller

user-11dbde 23 February, 2018, 10:07:08

i can start the calibration

user-11dbde 23 February, 2018, 10:07:28

but i cannot choose the option for eye tracking detection

user-11dbde 23 February, 2018, 10:07:29

left

user-11dbde 23 February, 2018, 10:07:33

option

user-11dbde 23 February, 2018, 10:08:12

i press m for menu

user-11dbde 23 February, 2018, 10:08:23

but i cannot select the left option

user-11dbde 23 February, 2018, 10:08:31

connect to pupil

user-e04f56 23 February, 2018, 10:12:25

I will send you a DM so we can go into details

user-11dbde 23 February, 2018, 11:01:25

thank you

user-a49a87 23 February, 2018, 12:01:11

@user-e04f56 Hi, I'm trying to take the pupil demo working in my test dummy environment, but I don't manage to make things work. Do you have some readings to help me?

user-e04f56 23 February, 2018, 12:46:47

@user-a49a87 so you have a new project and would like to add the Pupil plugin to it?

user-a49a87 23 February, 2018, 12:47:07

Yes.

user-a49a87 23 February, 2018, 12:48:30

When I tested Unity at the beginning, I followed this tutorial: https://www.raywenderlich.com/149239/htc-vive-tutorial-unity And now, I try to import the Pupil plugin in this project

user-e04f56 23 February, 2018, 12:53:17

and it is throwing error messages after you imported it? I will try it on my end, as well, to see what might be going wrong

user-a49a87 23 February, 2018, 13:00:15

I don't have much experience with Unity. I don't know exactly what to export from the pupil demo project. Or if I should import one of the already exported package but there is two of them: - one in unity_pupil_plugin_vr (but I think I got many errors with this one) - an other one in unity_pupil_plugin (I think I don't get error with this one, but I don't know if I must create an empty scene with this and load the other scene with the 'Game object to enable' field of the pupil demo manager

user-e04f56 23 February, 2018, 13:01:51

okay, I just imported the current Pupil Import Package ( https://github.com/pupil-labs/hmd-eyes/raw/master/unity_pupil_plugin_vr/Pupil%20Import%20Package.unitypackage ) and was able to run the Calibration scene

user-e04f56 23 February, 2018, 13:02:26

did you already import one of the packages you mentioned?

user-e04f56 23 February, 2018, 13:03:02

if so, you might have to delete the old pupil_plugin folder from the Wenderlich project, first

user-a49a87 23 February, 2018, 13:10:50

Ok, Import went fine, just some warnings

user-a49a87 23 February, 2018, 13:21:00

I dragged and dropped the Pupil demo manager in the Hierarchy, I launched Pupil Capture and the two small eyes in the PupilGazeTracker inspector became green. So I guess that the communication between Unity and capture is working.

user-a49a87 23 February, 2018, 13:36:06

OK, I think it was not the good prefab to use. I dragged and dropped 'Calibration Scene' and deactivated all other from Wenderlich. Then, when I press play, I get the 'connecting to pupil' and my two eyes appears underneath but the screen stays on 'connecting to pupil' nevertheless, if I press C, I get the calibration running with the small white dots... Then nothing

user-bd0840 23 February, 2018, 19:10:42

hello everyone! i'm playing around with implementing a client for interfacing with pupil capture, however when sending over dummy data, pupil capture replies with Calibration failed for both eyes. No data found, same with the python reference client. is this intended?

wrp 26 February, 2018, 04:27:58

@user-bd0840 is your timestamp in sync with Pupil Capture / Service ?

user-e04f56 26 February, 2018, 08:12:13

@Djinn#0083 I compared the two prefabs "Pupil Demo Manager" and "Calibration Scene" and there was actually an error with the latter, as I had not updated it in some time. I pushed a new version which should fix the bug with the displayed text not being updated.

user-e938ee 26 February, 2018, 08:59:34

Hello, anybody got experience with msgpack with QT or c++? I'm trying to get specific information about pupils via ZeroMQ, but when I subscribe to pupil., I get all sorts of unnecessary information (for my use-case). Is there a filter function in msgpack, or further specification of topic in zeromq? I only need the pupil diameter and center, and working with the data as string and using regular expressions seems a bit clumsy and potentionally slow. Is there a better way to get specific data from the messages?

user-e938ee 26 February, 2018, 08:59:45

@user-e04f56

user-e938ee 26 February, 2018, 09:00:57

my output is this:

user-e938ee 26 February, 2018, 09:01:06

{"theta"=>2.01197, "model_confidence"=>0.525136, "topic"=>"pupil", "ellipse"=>{"angle"=>-35.8405, "axes"=>[18.7091, 31.5099], "center"=>[162.891, 166.349]}, "model_id"=>1, "phi"=>-2.37829, "sphere"=>{"radius"=>12, "center"=>[8.07407, -1.14548, 60.621]}, "method"=>"3d c++", "timestamp"=>15568, "diameter"=>31.5099, "model_birth_timestamp"=>12538.1, "projected_sphere"=>{"angle"=>90, "axes"=>[245.459, 245.459], "center"=>[242.577, 108.285]}, "norm_pos"=>[0.509033, 0.30688], "diameter_3d"=>2.69375, "id"=>0, "circle_3d"=>{"radius"=>1.34688, "normal"=>[-0.653371, 0.427003, -0.625119], "center"=>[0.233614, 3.97857, 53.1196]}, "confidence"=>0.99}

user-e938ee 26 February, 2018, 09:15:51

I was looking at this doc https://github.com/msgpack/msgpack-c/blob/master/QUICKSTART-CPP.md

user-e938ee 26 February, 2018, 09:16:52

at the convert function, but I'm not quite sure what's the proper class for messages from pupil.

user-e04f56 26 February, 2018, 09:34:40

hey @user-e938ee , the Unity plugin for Pupil uses the C# implementation of MessagePack, but I am not sure if that will help you..

user-e938ee 26 February, 2018, 10:15:29

Hmm, not really all that helpful.

user-e938ee 26 February, 2018, 10:15:44

I'll try to look into in further.

user-a49a87 26 February, 2018, 13:16:55

@user-e04f56 thank you for the information. I have an other question. Is it possible to skip the calibration process to avoid calibration during development?

user-a49a87 26 February, 2018, 13:17:57

If I call PupilTools.StopCalibration() , it says calibration failed and ask to restart calibration

user-d40c36 26 February, 2018, 20:35:35

Hi @user-e04f56 I just received my htc vive pupil cameras. I was trying to run the marketplace scene. I'm assuming that a red dot should appear on the marketplace where you are looking. Is that the correct assumption? I was not able to see any red dot or anything indicating where I was staring after calibration on the unity marketplace app. Are there any instructions to follow? Also maybe the calibration is not working as I don't get any indication that I am looking at the target, is the target supposed to change colors when you focus on it?

user-a49a87 26 February, 2018, 20:49:32

@user-d40c36 During the calibration: if you two pupils are detected, the marker is white. If one eye is missing, it's turning yellow or pink (depending on the eye lost) the marker turn red if none pupil is found

user-a49a87 26 February, 2018, 21:12:52

@user-e04f56 Hi, I'm still struggling a bit to make a demo with your import. I tried to mimic the code in the market to display the dots (green, blue, red) and casting a ray to interact with colliders Is it correct that you changed the way we collect the data from the eyes. In your import, you don't use the stuff in Pupil namespace, right? So to get the eye data, I should use: PupilData._2D.LeftEyePosition | PupilData._2D.RightEyePosition | PupilData._2D.GazePosition, right?

user-d40c36 26 February, 2018, 21:28:01

@user-a49a87 thx for the info. I did notice that there were different colors and didn't really understand that. But if that is true. I think the calibration should have succeeded then since the markers stay for the most part white. It indeed would be nicer if it turned green rather than white. In that case i'm not sure why I can't see a gaze tracking on the market case seen. I know it's hard to know, but I figure maybe somebody could point me in the right direction with some problems maybe they faced before?

user-a49a87 26 February, 2018, 21:34:06

I'm not an expert, cause I'm at the beginning like you and I struggle a lot, but if I can help, it's a pleasure. I think that if the calibration didn't go well, it would say so and you have to start over, so lets assume for now that it's working. In your inspector, is the demo gameobject is correctly enabled when the calibration is over? The demo gameobject has a script called MarketWith2DCalibration and inside this script, you have the demo stuff, like: the color map, the laser and the dot

user-a49a87 26 February, 2018, 21:34:48

Btw, do you use the 2D calibration demo?

user-a49a87 26 February, 2018, 21:35:02

I think it's the right scene to use atm

user-d40c36 26 February, 2018, 23:11:44

@user-a49a87 let me take a look into it a bit more. I just got it today. Right now I just turn on the capture on windows 10, then when the unity app starts it says press 'c' for calibration. That is the calibration I use. (Maybe I should pull the latest source) After that I just proceed and it finishes calibration, but I don't see any dot or gaze on the market scene. let me delve into the code and see if there is something I'm not doing right. Thanks for your help!

user-bd0840 27 February, 2018, 10:18:57

@wrp was actually my mistake, i was using it offline with the dummy image generated. dawned on me later that this could not possibly work... with actual data, it works now 😃

user-e04f56 27 February, 2018, 10:27:34

@user-a49a87 if you just want to work on the scene itself without any eye tracking, you can press the "s" key to skip the calibration process. there is also Pupil information you can work with, without requiring a calibration. The Blink scene demonstrates such a case. Accessing the eye images (done via Frame Publishing) or reading the pupil diameter are other examples. But if you need gaze tracking, there is no way around the calibration

user-e04f56 27 February, 2018, 10:31:55

@user-a49a87 as for your second question: In the current master branch version (and as part of the Unity Import Package we downloaded for you a few days ago), eye data is now accessible through PupilData._2D.LeftEyePosition/.RightEyePosition/.GazePosition If you download the complete repository, the market scene examples have been updated as well

user-a49a87 27 February, 2018, 10:41:23

Great. Thanks for the infos

user-bd0840 27 February, 2018, 14:32:38

@user-e04f56 @papr i'm currently working on my own calibration routine. is there some additional documentation how the points should be chosen, apart from the code in the hmd-eyes repo?

user-a49a87 27 February, 2018, 14:33:33

@user-e04f56 In the import you sent me, the VisualizeGaze () doesn't seems to work. Do you have an idea why? The terminal says We are gazing, but the markers doesn't show

user-a49a87 27 February, 2018, 19:06:49

@user-e04f56 Hi, I manage to make a demo scene of my own. The markers are displayed and I've created a laser aimed by my eyes. The problem is now that when I make a build, it doesn't work. It launch capture, but it doesn't seems that I receive anything. Do you have an idea? Thanks

user-e04f56 28 February, 2018, 10:27:51

@user-a49a87 I just tried to build a demo scene with the recent GitHub version and discovered that there was a shader missing (which is used for the new eye camera visualization). That might have caused the behaviour you experienced. After I included the shader ( "Edit\Project Settings\Graphics" -> "Always Included Shaders" -> Add "Unlit/Texture" ), a build version of the calibration scene worked as intended. Can you try this, as well, or update to the newest source?

user-a49a87 28 February, 2018, 11:14:29

it works. Thx

End of February archive