vr-ar


user-2e030d 02 March, 2020, 10:29:30

Hello, I am using pupil lab add-ons for HTC VIVE. I would like to predefine some AOIs in unity, but don´t know how. Does anyone has done some works related to this before and know how to do it? Or does anyone know hoe to track AOIs in VR? Thank you very much!😀

user-220849 02 March, 2020, 19:31:48

Hi, our pupil labs add on for HTC Vive was working fine up until Friday...I turned on the PC today and opened pupil capture and it is now only connected to the right eye (eye 0). When attempting to connect, the pupil capture world window just says "EYE1: Could not connect to device! No images will be supplied." I've tried restarting the PC, disconnecting and reconnecting all ports on the pupil add on, and removing the add on from the HMD to check for any loose connections, all to no avail. Any idea what could be happening here? Once again, everything was working perfectly on Friday and no one has touched the devices over the weekend. Thanks!

user-220849 02 March, 2020, 20:35:36

It seems like the driver isn't properly installing for the left eye.

wrp 03 March, 2020, 02:44:54

@user-220849 I'm assuming that you are using Windows 10, correct? If so, what do you see in device manager when you connect the add-on directly to your PC via USB cable? Do you see all Pupil Cam* devices listed in libusbK category or is one listed in libusbK and another under cameras? If devices listed under libusbK, then you might need to re-install drivers. You can try running Pupil Capture as admin and on startup it will try to install drivers.

user-c5fb8b 03 March, 2020, 08:35:10

@user-220849 please see the Windows troubleshooting guide here as a reference for how to reset your drivers: https://docs.pupil-labs.com/core/software/pupil-capture/#windows

user-220849 03 March, 2020, 19:37:08

@wrp yes, Windows 10. Sorry I forgot to mention. The reason I thought it was something with the drivers is that I did only see one of the cameras showing up in the device manager. Additionally, in the devices list in settings, I see one device labeled Pupil Cam1 ID0 and then another that just says USB 2.0 Webcam. So I think it's not a connection issue. I followed the directions in the link @user-c5fb8b posted to reinstall the drivers and it still only comes up with one

wrp 04 March, 2020, 01:39:22

@user-220849 can you try to reinstall drivers to libusbK with zadig manually to see if this resolves the issue: https://zadig.akeo.ie/

user-220849 04 March, 2020, 18:44:01

@wrp I'm not sure I'm using it correctly, but I don't see any devices on the drop down menu when I launch Zadig (not even the vive HMD)...should I uninstall the drivers for the pupil cam from the device manager again first?

user-220849 04 March, 2020, 18:44:23

Never mind, I had to choose "list all devices"

user-220849 04 March, 2020, 18:46:40

Still, only the right eye camera is showing up on this list. I can try reinstalling the driver for camera 0 using this tool.

user-220849 04 March, 2020, 18:50:17

It only updated the right eye driver and there's still nothing for the left eye :/

wrp 05 March, 2020, 06:38:08

@user-220849 if only one camera is showing up on the list in Zadig and in Device manager, then it could be a hardware/cabling issue. I would recommend that you contact us via email - [email removed]

user-a27182 16 March, 2020, 10:09:58

can someone please explain whats the reason behind division by aspect ratio here? (sampling for calibration in VR)

Chat image

user-a27182 16 March, 2020, 10:10:36

also I wonder why calibration points are not converted to Pupil's coordinate system (since they are diffrent)

user-a27182 16 March, 2020, 10:14:08

@user-c5fb8b @user-755e9e @user-eaf467 any info on this?

user-755e9e 16 March, 2020, 10:16:28

@papr can you have a look? ☝️

papr 16 March, 2020, 10:22:46

@user-a27182 @user-755e9e Unfortunately, I do not know that. @fxlange should know it though 🙂

user-a27182 16 March, 2020, 10:30:07

Thanks, we'll wait a bit more. Reason we need this is that we are writing a plugin for Unreal Engine 4 to work with the Pupil eye tracker. We have most of the thing set except for calibration, currently if we calibrate in our own app it fails to work properly (due to incorrect calibration samples). If we calibrate in hmd-eyes (unity project) and then jump to our app - everything works as planned.

user-fc194a 16 March, 2020, 12:32:52

Hi, I still have trouble getting the HTC Binocular Addon to work properly at 200Hz (especially with light colored eyes). Confidence drops to unusable levels, particularly on one eye. Any idea what settings I have to change to get 200Hz working properly? (Could it be hardware related?)

user-a27182 17 March, 2020, 19:46:56

@fxlange hey, any info on the question above?

user-7aee47 19 March, 2020, 07:37:57

Hi @marc, Do we have academic discounts for AR/VR addon?

marc 19 March, 2020, 08:01:22

Hi @user-7aee47! No, there are no academic discounts for the AR/VR products.

user-7aee47 19 March, 2020, 09:21:51

Thank you @marc

user-7aee47 19 March, 2020, 09:22:46

Hi @marc ,Today I have ordered vr/ar addon for testing with hololens2

marc 19 March, 2020, 09:24:03

@user-7aee47 Cool! Please let me know how it worked out!

user-7aee47 19 March, 2020, 09:24:53

@marc Eagerly waiting for the shipment!!!

user-208ea6 26 March, 2020, 12:17:15

Hi guys. I understood that it is possible to calculate visual angles from gaze_point_3d_x_y_z. Would gaze_point_3d_z then be the "distance" from eye to viewing plane in this case? Do you have examples of a visual angle translation? I'm having trouble wrapping my head around how these concepts translate in a VR context.

user-c5fb8b 26 March, 2020, 12:23:19

Hi @user-208ea6 by visual angle, you mean the angle between two 3D gaze points, correct? The easiest way would be to just calculate the visual angles with respect to the world camera. This will be just slightly different to each of the eyes (each eye also has a slightly different angle between two gaze points) but should be a good enough approximation. In this case, you can use that the origin of the world camera is in (0, 0, 0) 3D coordinates. The angle between two points a and b is thus: angle = arccos( (a dot b) / (|a| * |b|) ) where dot refers to the dot product and |a| means the length of the vector.

user-208ea6 26 March, 2020, 12:33:10

Thanks @user-c5fb8b . This is still a new field for me. I mean "visual angle" or "angular size", like the concept described in https://en.wikipedia.org/wiki/Visual_angle The math looks slightly different in there. A few questions related to your suggestion: - The world camera, would correspond to the head position which can move in VR i suppose? Would I have to use head_pos_x_y_z then as the origin? - I understood that maybe distance (D) could be calculated with less noise by using a gaze ray to find an intersecting 3D object in unity. That is, if distance is relevant for calculating the visual angle.

user-c5fb8b 26 March, 2020, 12:42:26

@user-208ea6 As also described in the Wikipedia link, the angle is between two points A and B. I'm just trying to make clear that a visual angle is always a measurement between two points, not a measurement for a single gaze datum, as we had users confuse this in the past. - Regarding head_pos_xyz, I'll have to look into this again, as I'm normally not working with our VR software. The data that you get from Pupil Capture have the camera at (0, 0, 0). It could be that the Unity plugin translates this with respect to the head_pos information it gets from the tracking. In this case you would have to subtract gaze_point_3d_xyz - head_pos_xyz first, before plugging the gaze points into my formula above. - Regarding distance: the z coordinate is not the distance to the camera. The distance to the camera is calculated by subtracting gaze_point_xyz and camera_pos_xyz and calculating the length of the resulting vector. If the camera pos is at (0, 0, 0) then the distance is just the length of the gaze_point vector. Also, for calculating the visual angle, the distance does not play a role, so you do not need to intersect the gaze ray with the scene.

user-208ea6 26 March, 2020, 12:46:47

Thank you @user-c5fb8b . I will take this into investigation and see what kind of values I'm getting out on the other side.

user-208ea6 26 March, 2020, 13:42:47

@user-c5fb8b to follow up, out of curiosity can we still calculate angles between point a and b, even for hemispherical gaze coordinates (2D)?

user-c5fb8b 26 March, 2020, 13:46:33

@user-208ea6 I am not sure what you mean by hemispherical gaze coordinates. Is this a feature of the Unity plugin that I'm not aware of? The 2D gaze coordinates reported from Pupil Capture are with relation to the world camera image.

user-208ea6 26 March, 2020, 13:54:05

@user-c5fb8b i'm thinking of the variables PupilData._2D.GazePosition.x PupilData._2D.GazePosition.y ie as provided by: https://github.com/med-material/hmd-eyes/blob/master/unity_pupil_plugin_vr/Assets/pupil_plugin/Scripts/Networking/PupilData.cs#L191

this version is a bit older than whats current, this was forked back from 1.0-alpha2

user-c5fb8b 26 March, 2020, 14:09:28

@user-208ea6 as I said, I'm not very familiar with our Unity plugin, as I mostly work on Pupil. Unfortunately we cannot currently answer all support questions due to the current worldwide situation.

user-c5fb8b 26 March, 2020, 14:10:50

If you are unable to resolve this yourself, I'll try to come back to you as soon as possible on this.

user-208ea6 26 March, 2020, 14:11:47

@user-c5fb8b no problem, thanks for you help! I'll return to you in case I have further questions.

End of March archive