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akira fan

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  1. If you use Linear Color Space for your Unity project, the see-thru screen will be too bright. You can use GammaToLinearSpace() in StencilUnlitTexture.shader(ViveSR\Shaders\Resources\StencilUnlitTexture.shader) to fix this issue. Here is the code snippet float4 frag (fInput fIn) : SV_Target { return float4(GammaToLinearSpace(tex2D(_MainTex, fIn.uvCoord).rgb), 1); } Thanks @Jad @Daniel_Y @zzy @Andy.YC_Wang @Sean_Su
  2. Hi, I found that the hand pose update is kind of slow when the hand moves out the view. This is easy to reproduce: 1. put your right hand in front of your head and let the skeleton model show. 2. rotate your head to the right or left quickly while your right hand stays at the same position, you will see the skeleton model follows your head for a short while even your right hand in not in the view. I guess it is caused by the hand recognition or pose update rate, not sure if you notice this phenomenon. Thank you
  3. Thanks for reply. I found that Cx and Cy are already provided, but are fx and fy also available? And because the undistored image is available, so I can set the distortion coefficients as 0 right? Thank you.
  4. Hi, I wonder if it's possible to make Marker based AR app with SRWorks? If so, do you have examples or suggestions about the implementation? (like get the camera images, identify the marker and find out its position(not sure which camera parameters should I use, the distorted or undistored ones) in physical space then generate virtual objects according to the physical position of the marker in the two image planes that display camera images) I'm using Unity. ( - tag added by moderator) Thank you.
  5. Thanks for your answer. Now I can make the 3D model be occuluded by the mesh while scanning, now I'm trying to see if I can also get the colliders work when scanning. Thanks.
  6. Thanks for the reply. I notice that this video was uploaded last year, so I wonder if I can make the same result as the video did (build mesh while holding the ball) by current SDK? Or should I wait for the new SDK to do so? Thank you.
  7. I just checked this video and it seems that the static mesh is generated (about 0:20 in the video) while he is throwing the objects.I'm looking into the Unity static mesh sample (v0.8.0.2) but the it only shows how to scan the static mesh first then save and reload it to make the mesh and collider interactable. I wonder if it's possible to make the static mesh without saving and loading? Can't I just build the static mesh after it finished scanning? Thanks
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