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  #1  
Old 01-13-2014, 10:25 AM
teklab teklab is offline
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Oculus Rift Drift

We are running an Oculus Rift with our Vizard Wirks package for an experiment that involves a subject looking down and to the right for extended periods of time while virtual targets are presented. I calibrate the Rift before every test run, and have tried running it with the magnetic yaw correction in the Oculus calibration settings both on and off, but I cannot eliminate a problem with yaw drift. For example, when the script starts, looking straight is "straight" in the virtual world. However, after a few minutes of looking down and to the right, looking straight is no longer "straight" in the world, but more skewed toward a corner. I have also tried turning off the sensor.setPrediction setting within Vizard. Resetting the sensor with the subject looking straight ahead fixes the problem briefly, but the drift persists afterwards.

Any tips for fixing this drift?
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  #2  
Old 03-03-2016, 07:10 AM
willpower2727 willpower2727 is offline
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I've also experienced an issue with the DK2 (Vizard 5) sensors lagging, then applying a different offset to the orientation. The effect is nauseating. I'm not sure what the cause is, maybe my loop is going too fast, but it would be nice to find a way to avoid.
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  #3  
Old 03-04-2016, 10:05 PM
Jeff Jeff is offline
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What is the result when you the oculusExample.py script included with Vizard?
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  #4  
Old 03-08-2016, 11:09 AM
willpower2727 willpower2727 is offline
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I tested it just now with the oculusExample.py script. Please note that I am not using the position tracker at the moment, just the hmd's gyro.

I did not notice a fast yaw drift. If there was a drift it was slow. However what I see is the orientation often freezes, then when tracking resumes the orientation is not what it should be.

Using the vizconnect tool I could observe a yaw drift as well as the "freezing" of the gyroscope outputs. I wonder if the lack of the position camera has something to do with this?
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  #5  
Old 03-08-2016, 12:06 PM
willpower2727 willpower2727 is offline
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I've posted a video of what this looks like. Hopefully this helps explain what is happening.

https://www.youtube.com/watch?v=cLwD...ature=youtu.be
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  #6  
Old 03-09-2016, 12:57 AM
Jeff Jeff is offline
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If Vizard is running at a stable 75 fps then it maybe a hardware or driver issue if it was working well before. If you have not, try updating to runtime 0.8, Vizard 5.3, and latest GPU drivers. Also, make sure you meet the recommended Oculus hardware specs.
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  #7  
Old 03-09-2016, 12:44 PM
willpower2727 willpower2727 is offline
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I've verified the following:

frame rate: 75 fps
Oculus configuration utility: v 1.1
Oculus SDK 0.8.0.0
Graphics card: Nvidia Quadro 4000 (a little older)
Graphics driver: 361.75

Is it sill plausible that the graphics card would be causing a delay in the tracking? Is there something in the inner workings of the vizconnect link that allows the graphics to block gyroscope acquisition?
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  #8  
Old 03-09-2016, 08:35 PM
Jeff Jeff is offline
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Vizconnect would not be blocking any data, it's generating the Vizard code that connects to the tracker. I would expect you'll see the same issue in other Oculus apps, at least those based on OpenGL like Vizard.
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  #9  
Old 03-14-2016, 07:16 AM
willpower2727 willpower2727 is offline
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It turns out the delays were caused by a bad USB cable. Sorry for the undue hassle.
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  #10  
Old 03-15-2016, 09:09 AM
willpower2727 willpower2727 is offline
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The yaw drift is still present however. Any advice on correcting for it? Should I try and re-calibrate the magnetometer? Apply a stronger magnetic field?
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Last edited by willpower2727; 03-15-2016 at 09:13 AM.
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  #11  
Old 03-29-2016, 01:52 AM
mape2k mape2k is offline
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I would not advice you to apply a strong magnetic field. This could potentially do more harm than good.

Are you using the Oculus together with the camera (which is supposed to go on top of the monitor)? If not, the slow yaw drift is a normal behavior of the Oculus and can not be corrected.

We are having the same issue here, as we are using the Oculus together with a Vicon Tracking System inside a large room. Thus, we cannot use the camera and we get a slow yaw drift (1-4deg/min) whenever the Oculus is not in motion.
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  #12  
Old 03-29-2016, 01:01 PM
willpower2727 willpower2727 is offline
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Our lab is for gait studies, subjects typically walk back and forth on a 9 meter walkway which renders the position tracker that came with the oculus useless. Not being able to get around the yaw-drift, which I agree can't be corrected, I attached a cluster of markers to the hmd and use the marker data to update the orientation of the view in "live mode". It's not as nice as the 1000 Hz gryo, I use a kalman filter to try and reduce the jitters but at least there is no yaw drift. I suppose if I felt outgoing I could continue to use the gryos and use the marker data to correct the yaw once in a while.
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  #13  
Old 03-29-2016, 11:41 PM
Jeff Jeff is offline
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If you have two position trackers fixed to the HMD on the left and right you can use vizconnect's optical heading tracker to correct yaw drift. In vizconnect, first add the two position trackers and orientation tracker. Then add the optical heading tracker and use this to drive the viewpoint
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  #14  
Old 03-30-2016, 07:40 AM
mape2k mape2k is offline
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We are having similar issues here. We attach markers to the Oculus for tracking the position of the participants inside a large room and use the Oculus gyroscopic data for yaw, pitch and roll of the viewpoint. For now, I just have a function running that checks disparities between the Oculus' yaw information and the one provided by the optical tracking system. If the difference between the two measurements gets too high, a warning is issued to the user.

Also not really ideal. We tried experimenting without the Oculus gyroscopic data at all and only using optical tracking but this gives jerky results. If we try to filter that head movement sensation becomes sluggish quickly.
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  #15  
Old 03-31-2016, 07:30 AM
willpower2727 willpower2727 is offline
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Jeff's suggestion of using two position trackers and the optical heading in vizconnect might work well, but I can't test it since I have Vicon Nexus 1 and 2, not Tracker. If I had Tracker I'd try it out for sure.
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  #16  
Old 03-31-2016, 08:31 AM
Jeff Jeff is offline
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If you're able to get the Nexus data into Vizard, you should be able to apply that data to vizconnect trackers and use optical heading. First add two group trackers from the trackers tab. Then apply the group trackers to the optical heading tracker. In the postInit() function of the vizconnect file set their raw trackers to be the Nexus trackers:

Code:
# update nodes with nexus data every frame, here they are called nexusLeft and nexusRight

# get handles to group trackers added through trackers tab and apply
# nexus data to them 
vizconnect.getTracker('nexus_left').setRaw(nexusLeft)
vizconnect.getTracker('nexus_right').setRaw(nexusRight)
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  #17  
Old 03-31-2016, 09:27 AM
willpower2727 willpower2727 is offline
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I access Nexus data using my own TCP connection with Nexus using Vicon's SDK. As far as I know, there is no supported (by WorldViz) way to get data from Nexus into Vizard. Vicon Tracker is the program that works with vizconnect. If this is no longer true I'd be very excited. But for now I cannot use vizconnect in the way you suggest.
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  #18  
Old 04-01-2016, 08:57 AM
mape2k mape2k is offline
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Thanks for sharing your code, I will give it a try if I have the time for it!

Cheers!
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