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Hand tracking for Cosmos questions


davide445

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Having a Cosmos for demos and development, evaluating the options for hand tracking with these questions 

1) read somewhere the APIs for Cosmos are different from the one for Pro, but didn't find any specific reference for Cosmos in the API documentation. It's true, or I'm wrong. 

2) I'm interested to integrate this in applications developed on Unigine. Can I expect a engine level integration, or I will need to ask developers to re-integrate hand tracking support at every engine release or every new application. Let's say how complicated is to create a new engine specific plugin. 

3) Related to previous question, if will be possible to just emulate the controllers behavior, since we didn't need complex interactions. 

4) will be possible to integrate Leap Motion, if this will guarantee a more stable controller emulation experience 

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@davide445

1) Cosmos is a SteamVR HMD - beyond making sure you create a controller map for the Cosmos specific controllers there's no SDK/API specfic stuff for Cosmos as opposed to Pro/OG Vive. There is a few optional SDK scenarios but on Cosmos, hand-tracking is probably the best example of that.

2) Unigine is really niche - I doubt we have any Unigine specialists internally and I'm not sure what the upgrade path is between engine releases of Unigine and how they handle external SDK's in that engine. As far as I'm aware, we haven't re-licensed licensing the hand-tracking SDK to be redistributable to any other company. I'd defer this to Unigine. I'm not aware of anybody developing hand-tracking stuff with Unigine. You're likely in uncharted territory.

3) I'd imagine you could probably link the handful of gestures to trigger SteamVR actions. I'd defer to @zzy on this as he's a specialist for this SDK. I'd probably avoid trying to create a custom controller driver - that's pretty deep in the weeds.

I'd also note that hand-tracking SDK quality is higher on the Pro because it's a more mature HW platform and the SDK simply has been more optimized for Pro currently as it was initially architected on Pro.

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Hi @davide445

To answer your questions in order:

  1. All OpenVR API except for camera can work for Cosmos, so most existing VR applications can work directly on Cosmos. For Hand Tracking, please use the latest release (v0.9.0) which already takes care of different camera API. The user interface is same for different operating system or HMD. The prebuilt example works with Cosmos, you can use it to evaluate current performance of hand tracking sdk.
  2. To be honest, this is my first time to hear about Unigine and as @VibrantNebula stated, we currently don't have experts nor plans for Unigine. If you want to use hand tracking in Unigine, you have to do integration yourself using the C++ API. You can reference Unity/Unreal plugin for how to call the API functions.
  3. I think you can emulate controller with limited interactions, you can use gesture to emulate 1 or 2 buttons, but it could be difficult to emulate all buttons.
  4. You have to refer to Leap Motion SDK for integration with Unigine in this case.
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Thanks for answering.

3. The goal is to become most possibly transparent to current application. So maybe needed to ask if will be possible to in fact operate such as using the current SteamVR driver, in a way we don't need at all to touch Unigine. I.e. writing a wrapper that intercept hand tracking signals and convert it into native SteamVR one, emulating a controller input. Sorry for not being detailed, not very deep into the tech topic so far.

5. Since so far we are satisfied with Cosmos, might have some glitches but we are not using it for gaming so mostly slow movements in well lit environments, and as supposed when I selected it does have a good ergonomic the possibility of wireless usage and easy setup, will make little sense to develop something we need to change if we need to shift to Pro working with our customers instead of only for internal testing and development. So want to know under what conditions we can use it in commercial settings. If i.e. we ask the customer to purchase it for his internal usage, and we will provide just our software and support?

Edited by davide445
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Hi @davide445

3. Someone has asked similar questions ealier, see this post. Unfortunately, it's may not easy to wrap hand tracking as an openvr driver, since hand tracking itself depends on openvr to get camera stream.

5. I'm not sure about your question.

  a. License to use Cosmos/Vive Pro for commercial? @VibrantNebula can comment.

  b. License for Vive Hand Tracking? It's OK to use Vive Hand Tracking SDK in your commercial VR app. It's not allowed to redistribute/sell the SDK package itself to your customers.

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5a. My question due to a comment on my very first thread in the Cosmos forum where was state (didn't remember if you or VibrantNebula) Cosmos does not have a commercial license attached, so that Pro was the right choice. As for previous reasons we will in fact prefer Cosmos and have chosen to test with it exactly for his specific features. 

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@davide445 - The Vive Enterprise Advantage packs serve as Vive's commercial use license. We only offer advantage for Pro - we do not offer Advantage for Cosmos at this time and thus no standard commercial-use license exists for Cosmos. Pro is our current enterprise-use headset line.

If you PM me your country - I can ask someone specific to try and contact you to discuss your specific situation

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