vr-ar


user-9d2520 02 January, 2020, 14:35:15

@user-9a94be and @fxlange Thanks! I'll give it a try 🙂

user-3259bd 07 January, 2020, 14:31:55

@papr I wanted to know until which version we get the same recording format as attached. I am using this format as my input, that's why i wanted to confirm the same

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papr 07 January, 2020, 14:48:25

@user-3259bd check the info.csv, it contains information about the version of Capture which was used to record the dataset

user-3259bd 07 January, 2020, 14:53:09

i can get that information from the recording format i have, but i wanted to know till what version pupil labs have this same format, any version after which recording format is changed

user-3259bd 07 January, 2020, 14:57:12

plus, is this the pupil version detail - "Capture software version and Data format version"??

user-0eae33 09 January, 2020, 10:39:02

Hey guys, as #dhennem on 31.05.2019 I have troubles to get the GazeRaysDemo to work. Its one of the Unity Demos to get in touch with the handling of the pupil software within the unity environment. I went through all the demos, but in the GazeRaysDemo the Calibration doesn't work.

I had a look into the code, but I coudn't find anything fixable for myself.

Do you guys have an idea what might be the problem?

fxlange 09 January, 2020, 11:43:58

hi @user-0eae33 - what kind of problem do you have with the gazeraysdemo? please check the console for warnings and error messages. But the issue might be caused by missing references: have a look at the components of HeadAnchor (controller might be missing) and GazeTracker->Eye Frame Visualizer.

user-680f32 12 January, 2020, 16:19:55

Hi, I am conisdering getting the 200hz addon for Vive, what is the resolution of the new 200Hz cameras?

user-bd732f 13 January, 2020, 05:02:30

Where can I find a web catalog for the product?

fxlange 13 January, 2020, 08:05:40

@user-bd732f do you mean https://pupil-labs.com/products/vr-ar/ ?

user-bd732f 13 January, 2020, 08:09:06

Nope. But I could e-mail them and get the catalog.

user-bd732f 13 January, 2020, 08:09:12

My question is solved.

fxlange 13 January, 2020, 08:14:06

@user-680f32 up to 400x400px but 192x192px at 200Hz. The eye cameras are the same as in Pupil Core: https://pupil-labs.com/products/core/tech-specs/.

user-98f03c 13 January, 2020, 11:42:24

Hello everybody! Please tell me, are gaze_point_3d counted relative to the current position of a person and are not tied to the coordinate system of the scene? What is in this case world camera coordinate system

gaze_point_3d_x - x position of the 3d gaze point (the point the sublejct lookes at) in the world camera coordinate system
gaze_point_3d_y - y position of the 3d gaze point
gaze_point_3d_z - z position of the 3d gaze point
user-680f32 13 January, 2020, 12:02:13

@fxlange Thanks. How many CPU cores do 2x 200Hz pupil eye cameras max out or what % they utilize if they don't and what minimum CPU clock is recommended? And is there a known difference between Windows and Linux? In my experience Python OpenCV has a bug where on laptops it caps CPU temeprature below 70C so runs much slower than on Linux (tested on 3 different laptops)

user-82f8e3 13 January, 2020, 20:36:49

We are experiencing some problems with the eye tracker for VR. Every two or so seconds the latency jumps to 0.3-0.5 seconds. We tested this with the latency test script from the documentation. The problem is that we need to get the pupil captures time stamp when calibrating the eye-tracking. Interestingly we only experience the problem with the 200Hz version. The older version of the eye tracker does not suffer from this particular problem.

user-680f32 13 January, 2020, 20:40:32

What is your typical latency?

user-82f8e3 13 January, 2020, 20:45:19

with the prior version it is something around 0.003s

user-680f32 13 January, 2020, 20:46:10

That seems a bit too low, what latency are you referring to specifically?

user-82f8e3 13 January, 2020, 20:46:14

interestingly it jumps to 0.5s every 2 seconds

user-82f8e3 13 January, 2020, 20:48:38

sorry I don't have the exact numbers in front of me but they are very much in the range that we are expecting

user-82f8e3 13 January, 2020, 20:49:23

we also tested with a lot of different pcs

wrp 14 January, 2020, 10:00:25

@fxlange can you please respond to @user-98f03c's question when you have time?

user-973483 14 January, 2020, 10:21:23

Goodmorning, I just joined because I'm currently researching VR eye tracking solutions. The Vive Pro Eye and the Pupil Labs Binocular Add-on for the Vive are currently on my radar. I'm curious about your (developers) experience with the add-on and hopefully someone has experience with both.

user-973483 14 January, 2020, 10:22:11

I'm mainly interested in the gaze location and the pupil size. I also want to measure saccadic eye movement, or at least have events that indicate the start, while, end times for saccadic eye movement.

user-973483 14 January, 2020, 10:24:27

any input is greatly appreciated

fxlange 14 January, 2020, 11:06:32

Hi @user-98f03c - in VR/HMD the VR camera is the world camera, so the 3d gaze point is relative to the VR camera coordinate system.

user-98f03c 14 January, 2020, 12:13:21

Hello! Thanks for the answer! And how do glasses know about the coordinate system of VR? They have no connection with the VR scene.

fxlange 14 January, 2020, 12:14:11

Hi @user-680f32 - Pupil Core runs on up to 3 cores, one for each eye including pupil detection and on world process running the gaze mapper. Minimal requirements are i5 (preferred i7) and 8GB ram (preferred 16). And of course you have the VR requirements on top.

fxlange 14 January, 2020, 12:24:19

@user-98f03c what do you mean by glasses? for VR you need the binocular addon https://pupil-labs.com/products/vr-ar/. the eye cameras are mounted to the HMD and the relative transformations are calculated during the calibration routine. For developing in Unity, the calibration routine and realtime data access is handled by hmd-eyes. You always need some coding access to your VR client - preferably developed in Unity - to handle the connection to Pupil Capture/Service.

user-98f03c 14 January, 2020, 12:26:26

Thank you very much, now I understand!

user-c3f728 14 January, 2020, 13:33:39

Hi, Does the Hololens only work with PupilLabs via Holographic Emulation or is it possible also to deploy it in Visual Studio?

user-973483 14 January, 2020, 14:42:15

Maybe I didn't clearly state my question before or maybe I'm just inpatient. I'll try again: Is there an event in the unity package that indicates the start and end of saccadic eye movement?

user-cd5635 20 May, 2023, 18:16:33

Hello @user-973483! I am doing research that requires me to get this information as well. I was wondering have you found a solution? Your help would be greatly appreciated!

user-680f32 14 January, 2020, 16:15:12

@fxlange Thank you, however how much is the CPU utilization? How many GHz is needed at [email removed] settings? Same question for the RAM. Does it completely take up the three cores, or the two cores at 100% utilization only? Only knowing the minimum requirements is vague.

user-a51d13 16 January, 2020, 16:41:34

Hello! Is there a way to make Pupil Service publish "gaze.3d" topics? So far I have only managed to receive "gaze.2d" with it (using HoloLens add-on), although when I use Pupil Capture I can receive "gaze.3d". I tried switching the "Detection and mapping mode" through the UI, only change I see is the Pupil in the Gaze's base_data field has more information... @papr referred me to this channel to ask this question, initially posted in software-dev Thanks!

user-220849 16 January, 2020, 18:49:40

Hi, I'm working with an experiment using pupil and Unity with an HTC Vive that apparently worked fine in 2017 (before I got here), but now the calibration seems to not be working. There's a calibration target in the lower left corner of the display but it is almost off screen and looking at it doesn't advance the calibration. Any idea what could be wrong? Or if someone could point me to the documentation on the calibration. Thanks!

user-d4db2b 19 January, 2020, 03:59:14

Hi, I'm working with an experiment using pupil and Unity with Oculus DK2, but when I running the BlinkDemo in the package,it worked fine, while running the GazeDemo, the calibration step failed and showed "Did not collect enough data.", we do gaze the calibration target! It seems that the trajectory of calibration target is oppsite to the trajectory of the red dot(where I gaze) in console"Puipul Capture-World".If someone can help? Thanks.

user-70d572 20 January, 2020, 14:34:10

does pupil labs VR/AR addons work with oculus go

user-2693a7 22 January, 2020, 16:11:05

Hi,

Out of the blue our Pupil Labs addon for the Vive stopped working. I uninstalled the device to try to re-install, but am given this error message, even when I run PupilCapture as an admin.

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user-2693a7 22 January, 2020, 16:11:21

Is there any other way to get the drivers? Thanks

user-c5fb8b 23 January, 2020, 08:36:10

Hi @user-2693a7 just to make sure: you were able to run Pupil before on this machine and you did not make any modifications to it in the meanwhile?

user-680f32 23 January, 2020, 08:42:33

@fxlange Thank you, however how much is the CPU utilization? How many GHz is needed at [email removed] settings? Same question for the RAM. Does it completely take up the three cores, or the two cores at 100% utilization only? Only knowing the minimum requirements is vague.

fxlange 23 January, 2020, 08:57:59

Hi @user-680f32 - I'm afraid we don't have the exact numbers you are looking for, just general recommendations like mentioned above. On a reasonable VR ready machine Pupil Capture will utilize 3 cores (if available) but definitely not at 100%. As an example: I7-8650U 1.9GHz 4 cores runs between 10 and 40% on 3 cores [email removed]

fxlange 23 January, 2020, 09:01:08

@user-70d572 No, the addon won't fit into an oculus go. You could always try to custom mount them into an headset of your choice but I would assume that there is not enough space in the Oculus Go.

user-680f32 23 January, 2020, 09:03:34

Thank you @fxlange . Do you think it would be a good idea in the future to allow to set two cameras to use one core instead? I don't know if this would help, all I know is from OpenCV experience mutlithreading is pretty poor on OpenCV Windows and often running on a single thread is significantly faster (~60%)

fxlange 23 January, 2020, 09:11:10

hi @user-d4db2b - I'm assuming this is the same question as asked on github (https://github.com/pupil-labs/pupil/issues/1791) . "Did not collect enough data." Is an indicator for low confidence/quality pupil detection. Please follow these guides to make sure you have high confidence (~0.8) during calibration:

user-c5fb8b 23 January, 2020, 09:12:57

@user-680f32 We do not use any multithreading to speed up computations, but actually run different processes (not threads) for every camera. The processing pipeline (including the OpenCV stuff) runs in a single thread for every camera. The processes communicate via an inter-process-communication framework. In principle your CPU could even decide to run all processes on the same core if its powerful enough, we do not dictate that.

user-680f32 23 January, 2020, 09:14:12

Thank you @user-c5fb8b

user-680f32 23 January, 2020, 09:15:48

The reason I asked was fxl mentioned the processes can run on 3 separate cores with 10-40% core utilization on each. If only 10-40% is utilized I'm not sure why 2-3 of the processes wouldn't be running on 1 core instead.

fxlange 23 January, 2020, 09:18:17

Hi @user-220849 - I'm assuming you are using an older version of hmd-eyes (~v0.5?). Is the calibration failing, frozen or just poor tracking after calibration? Please be aware that processing the calibration data after the calibration routine (showing the different targets) might take a while depending on your settings. In general I would recommend upgrading to hmd-eyes v1+, where the calibration is faster and provides better feedback.

user-c5fb8b 23 January, 2020, 09:18:17

Well this is a decision of the CPU normally. I'm not sure how modern CPUs schedule their processes in detail. But why are you asking about CPU utilization? Are you planning on buying a machine to run Pupil or are you wondering whether your machine can run Pupil? In these cases we might be able to help if you give us more concrete information on what you are trying to do.

fxlange 23 January, 2020, 09:24:37

hi @user-a51d13 - have you tried the 3d calibration hololens demo? Please be aware that the hmd-eyes v1+ doesn't support holoens/AR development anymore - instead you would need to use v0.61 or lower.

user-680f32 23 January, 2020, 09:25:29

@user-c5fb8b Thanks. I'm thinking of getting the Vive addon but for multiple machines. Rather than listing the specs for each I just checked the minimum requirements and CPU utilization instead. This is all the info I needed for this, thanks.

user-680f32 23 January, 2020, 09:26:47

Another question, is it possible to hide or disable the Pupil Capture GUI for the Vive addon?

user-c5fb8b 23 January, 2020, 09:32:12

@user-680f32 you can start Pupil Capture with the --hide-ui option from command line. This will hide the UI entirely from startup, but you can control Pupil via sending messages through our network API then.

user-680f32 23 January, 2020, 09:37:10

@user-c5fb8b Neat. Does the UI simply get hidden or is it not rendered at all and not taking up some space in RAM and tiny bit of CPU? I know this is probably negligible, just want to know what to expect to see in the list of processes in case something goes wrong.

user-680f32 23 January, 2020, 09:38:44

And can it be un-hidden during runtime?

user-c5fb8b 23 January, 2020, 10:24:59

@user-680f32 --hide-ui is not an option for saving CPU/RAM. There might still be UI related processing going on. We only hide windows. Unfortunately you cannot un-hide this during runtime.

user-680f32 23 January, 2020, 14:02:47

I've heard that low persistence of VR displays "destroys" saccadic blindness by greatly reducing motion blur which may be detrimental to foveated rendering with Pupil Labs. Has anyone else heard this and do they know if this is actually proven or just anecdote?

user-a51d13 23 January, 2020, 14:11:09

@fxlange Thanks for the response! We haven't used hmd-eyes yet; our current setup is running Pupil Capture on a computer and the HoloLens add-on's feed can go either directly to that computer using the USB-C connection or through Pupil Mobile on an android device. Would it be more accurate to calibrate through hmd-eyes in order to project information to a user based on their gaze direction (intuitively I'd believe so)? Also why isn't AR supported in hmd-eyes v1+? Is there another calibration process that would be recommended for AR/HoloLens?

user-220849 23 January, 2020, 17:52:48

@fxlange thank you for the reply. I'm new to all of this and was just put on this project so I'm not aware of all the different programs. I, like @user-a51d13 have been running Pupil Capture alongside [in our case] Unity and Steam VR using the HTC Vive. Is hmd-eyes different or preferable in some way to doing that? If this is too basic of a question, if you could point me to a place where this is explained that'd also be great. Thank you!

user-220849 23 January, 2020, 22:47:10

@fxlange Sorry I forgot to address your the rest of your comment. The pupil capture software was version 1.11, and I just updated to the most recent one (1.21 I believe). The calibration did not fail, it just shows a single target (very close to the edge of the screen, so it is hard to see), and looking at this target does not advance the calibration or do anything.

user-220849 23 January, 2020, 23:50:05

Okay, I realized our current install of Unity did not have the hmd-eyes plugin imported. I did that and it seems closer to a solution, but the calibration is still not doing anything...

user-826e58 27 January, 2020, 13:12:09

We experience the same Problem

user-2693a7 27 January, 2020, 13:48:54

@user-c5fb8b Hi, I was able to run Pupil previously on this machine. We had some trouble updating display drivers recently and in the process of trying to fix this we may have accidentally made a change to the Pupil setup

user-c5fb8b 27 January, 2020, 14:01:00

@user-2693a7 by "I uninstalled the devices... " I assume that you already found this troubleshooting section and followed it? https://docs.pupil-labs.com/core/software/pupil-capture/#troubleshooting

user-2693a7 27 January, 2020, 14:56:19

Yes, I followed that section. I was able to uninstall the devices and delete their drivers, but Pupil Capture did not reinstall them (as far as I can see)

user-2693a7 27 January, 2020, 14:57:45

The image I uploaded above was the output of the cmd window when I opened Pupil Capture

user-2693a7 27 January, 2020, 17:02:48

@user-c5fb8b any help you could offer in getting these drivers back would be very useful, our lab can't gather eyetracking data until it works again. Thank you!

user-c5fb8b 27 January, 2020, 17:04:50

@user-2693a7 unfortunately we have never encountered this error before. It might indeed be the result of messing with the drivers on your machine. In that case I feel we might not be able to provide any support. Is there any chance you could use another machine? Otherwise you might have to reset your machine.

user-2693a7 27 January, 2020, 17:12:32

What do you mean reset my machine?

user-2693a7 27 January, 2020, 17:13:27

All other programs on my computer continue to work, which makes me think it's a Pupil specific issue

user-2693a7 27 January, 2020, 17:20:45

I was able to get a different installation message which gave me this new error:

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user-c5fb8b 27 January, 2020, 17:30:55

@user-2693a7 we are using a third-party library "libwdi" to handle the driver logic. Libwdi complains that it cannot read the driver (version). This does not seem to be Pupil specific unfortunately. I spend some time investigating the error message but so far without success. The problem is that without being able to reproduce this issue on our machines I can also only guess what's going on here. I'll take another look tomorrow and let you know if I find anything helpful!

By resetting your machine I meant factory-resetting your computer or restoring it from a backup or anything that could restore it to a state before the issue.

user-220849 28 January, 2020, 23:22:18

Btw, just updating about my issue with the calibration. I found that the code I was using was looking for messages with the exact topic "gaze", when in reality the incoming messages were "gaze.2d.0" and "gaze.2d.1". This may have been changed in an update made to pupil since the code was originally written.

user-680f32 29 January, 2020, 09:34:47

Is the USB hub for the Vive addon which connects the left and right eye cameras active or passive one? is there a risk a notebook USB port may not provide enough power? For me some webcams fail to connect when other USB ports are busy powering external HDDs sometimes.

user-8779ef 29 January, 2020, 12:46:28

@user-220849 It sounds like you have a mismatch between the pupil software version you are using and the pupil plugin that was used in the original code.

user-220849 29 January, 2020, 17:54:18

Thank you. I think it was just one line of code to change the messages it was looking for and it seems to be working now.

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