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Oculus Sensor: Difference between revisions

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There is a special filter in front of the camera that blocks out everything but infrared light, allowing the camera to track the infrared LED lights built into the Rift precisely. “The visible light filter restricts the light coming into the image sensor to the IR spectrum, meaning the IR LEDs on the headband will shine bright like stars,” states iFixit<ref>https://www.ifixit.com/Teardown/Oculus+Rift+Constellation+Teardown/61128</ref>.  
There is a special filter in front of the camera that blocks out everything but infrared light, allowing the camera to track the infrared LED lights built into the Rift precisely. “The visible light filter restricts the light coming into the image sensor to the IR spectrum, meaning the IR LEDs on the headband will shine bright like stars,” states iFixit<ref>https://www.ifixit.com/Teardown/Oculus+Rift+Constellation+Teardown/61128</ref>.  
==Usage==
==Usage==
The Constellation system has been designed as an extendable single-camera solution. This gives customers the option to play with various sensor configurations and extend the tracking ability of the system for use with Oculus Touch controllers.  
The Constellation system has been designed as an extendable single-camera solution. This gives customers the option to play with various sensor configurations and extend the tracking ability of the system for use with [[Oculus Touch]] controllers.  
=== Single Tracking Sensor ===  
=== Single Tracking Sensor ===  
Each Rift comes with one tracking sensor, which is enough to track the headset itself. Those who also purchase the Touch controllers get another sensor to prevent the issue “that the single sensor could be easily confused and occluded by one or more of the Touch controllers,” explains TechRadar<ref>http://www.techradar.com/reviews/oculus-touch-controller</ref>.  
Each Rift comes with one tracking sensor, which is enough to track the headset itself. Those who also purchase the Touch controllers get another sensor to prevent the issue “that the single sensor could be easily confused and occluded by one or more of the Touch controllers,” explains TechRadar<ref>http://www.techradar.com/reviews/oculus-touch-controller</ref>.  
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After connecting the controllers to an open USB 3.0 port, users are required to complete a setup process. According to Oculus<ref>http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/</ref>, the front-facing two-sensor-setup is expected to be the most popular. The company believes that most home users will see two front-facing cameras as the most practical solution.
After connecting the controllers to an open USB 3.0 port, users are required to complete a setup process. According to Oculus<ref>http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/</ref>, the front-facing two-sensor-setup is expected to be the most popular. The company believes that most home users will see two front-facing cameras as the most practical solution.


For true room-scale VR, Oculus requires a third sensor. Such sensor can be purchased separately for $79. Some tech reviewers have noted<ref>http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-review</ref> that the final sensor setup is considerably less elegant than what the company’s competitors use. The third sensor enables Oculus to see you when the user turned around in a space up to an 8×8 feet large. "However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction," commented Upload VR<ref>http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/</ref>.
For true [[room-scale VR]], Oculus requires a third sensor. Such sensor can be purchased separately for $79. Some tech reviewers have noted<ref>http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-review</ref> that the final sensor setup is considerably less elegant than what the company’s competitors use. The third sensor enables Oculus to see you when the user turned around in a space up to an 8×8 feet large. "However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction," commented Upload VR<ref>http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/</ref>.
 
== Third-Party Developers ==
== Third-Party Developers ==
Oculus wants to allow third-party peripheral manufacturers to create their own devices that are tracked by the system. Oculus founder Palmer Luckey told Road to VR<ref>http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/</ref> that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal VR input,” adding, “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision-based hand tracking solution.”
Oculus wants to allow third-party peripheral manufacturers to create their own devices that are tracked by the system. Oculus founder Palmer Luckey told Road to VR<ref>http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/</ref> that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal [[VR input]],” adding, “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision-based hand tracking solution.”
 
==References==
==References==
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[[Category:Oculus Rift]] [[Category:Technology]] [[Category:Tracking]]