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HTC Vive support

May 31, 2016 - 10:14am #1

I'm working on a Unity 5.3.5f1 project where I've got the HTC Vive kinda sorta working using Vuforia.  My setup consists of an HTC Vive and a Logitech Quickcam clipped to the top of the HMD.  My project utilizes image targets for rendering some simple models and renders things in a masked way when viewed from the Vive.  In other words, the camera input is presented as a bordered rectangle when looking through the Vive.  The image targets, etc. work fine, but I have two issues:

1) Presenting the camera input as a rectangle does not give the user an immersive experience.  It's a lot like viewing a movie screen.  Ideally I'd like the camera view to 'surround' the user's view.

2) I've noticed that virtual objects in the scene have different rendering distances than the objects that are rendered from my image targets.  Distant virtual objects occlude image targets that should be rendered closer to the viewer.

So here's my question -- are there any plans to directly support the HTC Vive (or Oculus Rift for that matter) in Vuforia?  This page does not indicate whether this is something that might happen:





HTC Vive support

May 11, 2017 - 12:57am #5

Hey, tim, I wanted to ask you:

How do I access the ARCamera Left/Right clipping?

and also:

Where do I find the Distortion Mode setting for the Digital Eyewear Behavior?


HTC Vive support

March 9, 2017 - 9:17am #4

Do you know how to access vive its own front camera instead of using a webCam? Thanks a lot!

HTC Vive support

June 9, 2016 - 4:55am #3

Regarding your question (1):

"...Presenting the camera input as a rectangle does not give the user an immersive experience.  It's a lot like viewing a movie screen.  Ideally I'd like the camera view to 'surround' the user's view..."


In fact this constrain comes primarily from the limited field of view of the camera of the device (smartphone or tablet) that you are using;

for example, assuming a typical device camera has a FoV of, say, about 60 degrees (maybe a bit more or a bit less depending on the device),  you could only fill a "rectangle" that covers that "60-degree-wide portion" of the world surrounding you.

If you were to cover for example a 180 degrees viewing range around you (so to "surround you"), you would probably need the equivalent of 3 cameras installed on your device (or a camera with such a super-wide field of view)...  so, it's not just a limitation of the Software layer, the Hardware matters too.




HTC Vive support

June 3, 2016 - 5:42am #2

I've addressed point 2).  Turns out that I did not size my target objects in the correct units (width / height should be in meters).  Fixed that and my image targets are now rendered nicely with respect to other virtual objects.

One observation since my last post: I've noticed that the Digital Eyewear Behavior script causes visible stutter when viewing things on the Vive.  If you look at the chaperone grid, it stutters pretty bad with that script enabled, as you turn your head from side to side.  Virtual objects also stutter as you move your head around.  Turning the script off makes things silky smooth -- but then of course you are left with frozen video.

FWIW, here are the steps I've taken to integrate Vuforia for use with the Vive under Unity 5.3.5f1:

1) Add SteamVR CameraRig to the scene

2) Make the ARCamera a child of the CameraRig's Camera(head) in the hierarchy

3) Change ARCamera settings to VideoSeeThrough > Vuforia Config > Oculus (Gear)

4) Drag CameraRig's Camera(Eye) child to the Left Camera setting in the ARCamera settings.

5) "Add Components" button will appear -> click that.

6) Change VideoSee-Through setting to Google Cardboard.

7) Ensure that the Camera(eye) far clip setting is greater than the ARCamera StereoLeft/Right clip setting.  Set the FOV values between the SteamVR and ARCamera to the same thing.

8) Select DistortionMode to None in the Digital Eyewear Behavior

9) Disable audio listener from ARCamera.



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