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Everything posted by bipul mohanto
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I have a few questions for clarification: 1. I have cloned the 4.24.2. Instead of some minor errors, the UE is launching. In part 1, (8) to launch the UE, do I always have to follow the step: Open the .sln, then Debug > Start New Instance? Or is there any other way that I can directly run UE like a normal installation? 2. Part 2: 12, 13, 15: I have downloaded SRanipal v1.3.6.6. Extracting the .zip file includes Plugins\SRanipal. I am copy-pasting this plugins folder in a new project under a different directory than the unreal engine cloned (C:\ directory). But in Edit> Plugins, I cannot see the SRanipal plugin. C:\Users\local-admin\Downloads\unity\SDK-v1.3.6.6\SDK-v1.3.6.6\SDK\03_Unreal\Vive-SRanipal-Unreal-Plugin.zip 3. Part 2: 14, I do not see an error in Dartboard.h. But if someone has a problem, did you mean editing SRanipal.Build.cs as follows: PublicIncludePaths.AddRange( new string[] { //Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipal/Public" // ... add public include paths required here ... // from tutorial PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Eye")); //PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Lip")); } ); PrivateIncludePaths.AddRange( new string[] { ModuleDirectory+"/Private", ModuleDirectory+"/Public/Eye", ModuleDirectory+"/Public/Lip", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalEye/Public", Path.GetFullPath(Path.Combine(ModuleDirectory, ".."))+"/SRanipalLip/Public"; // ... add other private include paths required here ... // from tutorial PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Eye")); //PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Lip")); } ); 4. Reopening the project returns an error as the image:
- 16 replies
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- unreal engine 4
- foveated rendering
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(and 3 more)
Tagged with:
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The maximum luminance HTC Vive Pro Eye can achieve
bipul mohanto replied to yangguretong's topic in VIVE & VIVE Pro
Is there any confirmation from the Vive official? I also need the average luminance value for my calculation. -
Sranipal runtime for ubuntu 20.04.4
bipul mohanto replied to bipul mohanto's topic in VIVE Eye and Facial Tracking SDK
I do not why the Vive developer forum is so cold? There is hardly any conversation found or solution. However, SRanipal does not have support for Linux what I found. Now question is, what is Vive's suggestion for XR developers to access real-time eye tracking? -
@HackPerception, I have previously contacted Tobii for support, they mentioned could not support for Vive pro eye headset.
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Hello Everyone, I am a newbie in this topic. I have just started with Linux (Ubuntu 20.04.4) and found there is no SRanipal Runtime for Linux. I am using `HTC Vive Pro Eye` and previously once I talked with Tobii, and they mentioned their SDK is not working for Vive Pro Eye. If you guys give me some solution to access real-time eye tracking data same as I could access in Windows (SRanipal+SteamVR)?
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Sranipal runtime for ubuntu 20.04.4
bipul mohanto posted a topic in VIVE Eye and Facial Tracking SDK
Hello, I just switched to Linux (Ubuntu), and am trying to find SRanipal runtime for my SteamVR. Does `SRanipal` only work in windows machine? Is there no support for Linux? If so, is there any alternative eye tracking runtime software? I am using VIVE Pro Eye. -
SRanipal Getting Started Steps
bipul mohanto replied to Corvus's topic in VIVE Eye and Facial Tracking SDK
is there no sranipal for Linux (ubuntu)? -
Hi, I have just started my journey in VR. Currently I have a vive pro eye, and my goal is stereo rendering. I found there are three types of functions, Khronos' core, cross vendor, and vendor specific. Are there any (possible yes) vive specific functions? Where I can find those? Microsoft Page has beginner friendly documentation with their own specifications for MR. I see in this forum, there is also some documentation of Vive OpenXR for Unity and Unreal Engine. But I am looking for some tutorial how to visualize easily on my Vive Pro Eye Display, and native C++ Project. Can you show me some light? Will Microsoft OpenXR (MR) work for Vive Pro Eye?
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[Tutorial] Focus3 OpenXR: Getting Started in Unity
bipul mohanto replied to Alex_HTC's topic in VIVE OpenXR
Hello! These Vive OpenXR tutorials are really good with Unity and Unreal. However, is there any vendor specific (Vive ) functions and tutorial for native C++ project? I am using Vive Pro Eye. -
Hi! I am using HTC Vive Pro Eye, and want to setup OpenXR. I do not want to use Unreal Engine, Unity3D, or any other game engine, because so far I know, none of the game engines included real-time raytracing feature for VR. Literally, I want to build my own raytracing engine with DX12. How can I setup OpenXR for my purpose? Is there any available tutorial? I did not find any details on that except the MSFS documentation.
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ray-tracing Foveated ray tracing in HTC Vive Eye Pro
bipul mohanto posted a topic in Developer Support
Hi! I have the following hardware: HTC Vive Eye Pro 2*NVidia RTX 3090 GPUs What I want to achieve: interactive ray tracing for a complex scene where the rays (e.g., primary rays) can be modified with respect to the gaze position. Question: What is the best available API/ Engine/ Library to implement gaze-contingent ray tracing algorithm? Or for example, I extend to work on path tracing algorithm. First I tried the unity3D, however, I have found the unity3d VR still support the directx11, and have not been updated to directx12, so ray tracing is not supported. From the Unity discussion forum: RTX is not supported in VR in UE4 as of 4.26 There is a publication on RayVR, author used DirectX Raytracing-Falcor to enable ray tracing on VR (tr-05-2019.pdf (impa.br)), however the code repository is not available for public Few publications, worked on VR and ray tracing used OpenCL RadeonRays I would really appreciate if the experts show me a way that I should use to achieve my goal. I am really lost and randomly trying different path. -
VIVE Foveated Rendering Plugin Released
bipul mohanto replied to Corvus's topic in VIVE Eye and Facial Tracking SDK
Never mind, I got it. The options are visible after hitting the play button. -
Hi! The Unity VR is currently based on the DirectX 11, and no further upgradation to DX12 or latest DX Raytracing pipeline. So, if I want to develop a scene with ray tracing in Unity game engine, the only available option is using the HDRP; however, it does not support the VR. My question is, how to develop ray traced scene for my HTC Vive Pro Eye HMD?
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Hi @MariosBikos, one quick questions, are branches UE 4.23.1 and UE 4.24.2 developed for win64/win32 machines? I tried both of these branches to build and debug, as you mentioned on my 64-bit machine. However, each time it failed to build. P.S. I used the Visual Studio 2015 community edition.
- 16 replies
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- unreal engine 4
- foveated rendering
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So far, this is the only, and best foveated rendering direction available in the internet. Thanks to the author, @MariosBikos
- 16 replies
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- unreal engine 4
- foveated rendering
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(and 3 more)
Tagged with: