Tracking volume: Difference between revisions
Appearance
Shadowdawn (talk | contribs) No edit summary |
Shadowdawn (talk | contribs) No edit summary |
||
Line 3: | Line 3: | ||
For practical reasons, most [[virtual reality]] experiences have been limited to just sitting. Most users simply do not have an area large enough to take advantage of all possibilities that large-scale tracking offers. Despite this fact, [[Oculus]] has successfully demonstrated a room-sized tracking volume experience at E3 2015. By using two cameras mounted on a wall a few feet away from each other, the company has managed to cover an area of approximately 12x12 feet. The tracking space extended from wall to wall and from floor to ceiling. | For practical reasons, most [[virtual reality]] experiences have been limited to just sitting. Most users simply do not have an area large enough to take advantage of all possibilities that large-scale tracking offers. Despite this fact, [[Oculus]] has successfully demonstrated a room-sized tracking volume experience at E3 2015. By using two cameras mounted on a wall a few feet away from each other, the company has managed to cover an area of approximately 12x12 feet. The tracking space extended from wall to wall and from floor to ceiling. | ||
==Tracking volume for each HMD== | |||
==Commonly used positional tracking technologies== | ==Commonly used positional tracking technologies== |