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Outside-in tracking: Difference between revisions

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In outside-in tracking, the tracking camera(s) is placed in the external environment where the tracked object is within its range and [[line of sight]]. The tracking camera uses the changing views of the object itself to determine the object's position in space. A problem outside-in tracking often encounter is [[occlusion]].
In outside-in tracking, the tracking camera(s) is placed in the external environment where the tracked object is within its [[line of sight]] and [[field of view]]. The tracking camera uses the changing views of the object itself to determine the object's position in space. A problem outside-in tracking often encounter is [[occlusion]].


The opposite of outside-in tracking is [[inside-out tracking]].
The opposite of outside-in tracking is [[inside-out tracking]].

Revision as of 12:03, 4 June 2015

This page is a stub, please expand it if you have more information.

In outside-in tracking, the tracking camera(s) is placed in the external environment where the tracked object is within its line of sight and field of view. The tracking camera uses the changing views of the object itself to determine the object's position in space. A problem outside-in tracking often encounter is occlusion.

The opposite of outside-in tracking is inside-out tracking.

Devices using outside-in tracking

Oculus Rift DK2

Project Morpheus