Public projects 1
Head Tracking for Wireless 3D First Person Vision
Project showcase by twhi2525
- 12,116 views
- 8 comments
- 58 respects
Toolbox 2
Respected projects 0
Comments 2
Head Tracking for Wireless 3D First Person Vision over 4 years ago
Head Tracking for Wireless 3D First Person Vision over 4 years ago
Hi Doug,
I'm gonna give a full-on answer in case any one wants to know, because it was tough!
The Oculus headset has a pair of lenses that are used to wrap the image around the eye and give the high field of view. Normally a 2D screen image / video / game would be passed through two digital filters to distort them accordingly.
With my project I had written C++ code (with OpenCV libraries) to capture, digitise and distort each frame coming from the USB capture cards, however I couldn't get it to work for 2 video streams! In the end Just running two Microsoft DirectShow streaming windows next to each other gave the best results..
As for the distortion; I used wide angle lenses on the cameras (2.8mm i think?) so the FOV was 130 degrees to suit the Oculus. It worked pretty well actually, once you adjusted the video windows for the user's eye separation.
Hey Igor,
Thanks, looks like you built your one from scratch. I just attached my devices to an RC car and used it's controls..
Yeah the latency, or delay, was the main focus on most decisions.
I chose to use analogue video capture and transmission rather than a more stable digital stream because it was significantly faster, the same way FPV drones are operated. It means the only bottle necks for latency were in the analogue-to-digital USB capture cards, and the distortion / display software. This couldn't be avoided for my task, unless I had access to some very expensive analogue equipment. At least the computation was done rapidly on the laptop PC, rather than on a small on-board processor.
In the end measured video latency from camera to glasses was 83 to 133 ms, plus an additional 26ms for the pan-tilt unit to mechanically respond to head movements. This was definitely noticeable but not limiting / frustrating. In-fact the noisy / glitchy image quality from using analogue transmission was the worst aspect. Especially bad when it is right in front of your eyes...