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bipul mohanto

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Everything posted by bipul mohanto

  1. 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:
  2. Is there any confirmation from the Vive official? I also need the average luminance value for my calculation.
  3. 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?
  4. @HackPerception, I have previously contacted Tobii for support, they mentioned could not support for Vive pro eye headset.
  5. 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)?
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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.
  11. Never mind, I got it. The options are visible after hitting the play button.
  12. 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?
  13. 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.
  14. So far, this is the only, and best foveated rendering direction available in the internet. Thanks to the author, @MariosBikos
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