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What I've noticed is that the Kinect is indeed not an incredibly accurate tracking system. For our purposes at this moment it is sufficient, but in the future we will want a much more accurate system. However, the scenario as I was describing it, didn't seem to have anything to do with the Kinect, since I didn't change the tracking solution between the scripts where I used either caveorigin or the scene node.
Some code of our setup: The screens are setup at an angle of 90 degrees. The Kinect is setup directly in the middle, which means that it 'looks' at an angle of 45 degrees of the screens. In this setup, each screen is setup diagonally according to the cave coordinates, like so: Code:
#""" Setup CAVE walls W = 0.94 H = 0.531 D = 0.94 TABLEHEIGHT = 0.79 SQRT2 = 0.7071 C0 = -SQRT2*W, H+TABLEHEIGHT, -SQRT2*D C1 = -SQRT2*W, H+TABLEHEIGHT, -SQRT2*D C2 = 0, H+TABLEHEIGHT, 0 C3 = SQRT2*W, H+TABLEHEIGHT, -SQRT2*D C4 = -SQRT2*W, TABLEHEIGHT, -SQRT2*D C5 = -SQRT2*W, TABLEHEIGHT, -SQRT2*D C6 = 0, TABLEHEIGHT, 0 C7 = SQRT2*W, TABLEHEIGHT, -SQRT2*D viz.go(viz.FULLSCREEN) viz.mouse.setVisible(viz.OFF) cave = vizcave.Cave() FrontWall = vizcave.Wall(upperLeft=C1, upperRight=C2, lowerLeft=C5, lowerRight=C6, name='Front Wall' ) cave.addWall(FrontWall, mask=viz.MASTER) BEZEL = 0.05 C2 = 0+BEZEL, H+TABLEHEIGHT, 0-BEZEL/2.0 C3 = SQRT2*W+BEZEL, H+TABLEHEIGHT, -SQRT2*D-BEZEL/2.0 C6 = 0+BEZEL, TABLEHEIGHT, 0-BEZEL/2.0 C7 = SQRT2*W+BEZEL, TABLEHEIGHT, -SQRT2*D-BEZEL/2.0 RightWall = vizcave.Wall(upperLeft=C2, upperRight=C3, lowerLeft=C6, lowerRight=C7, name='Right Wall' ) cave.addWall(RightWall, mask=viz.CLIENT1) #EO Setup CAVE walls""" The Kinect is added to this mix like this: Code:
final = viz.addGroup() #""" Use Kinect for headtracking HEAD = 0 vrpn = viz.addExtension('vrpn7.dle') marker = vrpn.addTracker( 'Tracker0@localhost',HEAD ) linkedView = viz.link(marker, final) # viz.MainView linkedView.setMask(viz.LINK_POS) linkedView.postScale([1, 1, -1]) linkedView.postTrans([0, 1.5, 0]) # Use Kinect for headtracking""" cave.setTracker(pos=final) caveorigin = vizcave.CaveView(final) Code:
#"""use Space Navigator for movement def spacemove(e): position = caveorigin.getPosition() moveTo = vizact.move(e.pos[0]*0.333, e.pos[1]*0.1, e.pos[2]*0.333, e.elapsed*0.5) caveorigin.clearActionList() caveorigin.addAction(moveTo) viz.callback(vizspace.TRANSLATE_EVENT,spacemove) def spacerot(e): angles = caveorigin.getAxisAngle() if angles[1] < 0: angles[3] = -angles[3] caveorigin.setAxisAngle([0,1,0,e.ori[1]*e.elapsed + angles[3]]) viz.callback(vizspace.ROTATE_EVENT,spacerot) #EO use Space Navigator for forward/backward/rotation and keyboard PageUp/PageDown for up/down""" Again, I'm having a hard time reproducing this in a movie or with camera stills. We'll be getting our 3d screens soon and I'll see if that improves this further. Perhaps it has something to do with the fact that our Kinect is for position tracking only and we don't use any rotation for our headtracking? Thanks again and kind regards, Victor |
Tags |
headtracking, vizcave |
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